Weapon rifle ak47 spawn: Difference between revisions
		
		
		
		
		
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 (Discarded {{WeaponSpawn}} ||| Added new categories (weapons) ||| New section: "See Also")  | 
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{{  | {{WeaponSpawnL4D  | ||
| weapon = rifle_ak47  | |||
=  | | fancy_name = AK-47  | ||
| class = CWeaponrifle_ak47Spawn  | |||
| l4d2only = 1  | |||
| isweapon = 1  | |||
=  | | seealso_add =    | ||
* {{ent|weapon_rifle_desert_spawn}}  | |||
{{  | |||
* {{ent|weapon_rifle_spawn}}  | * {{ent|weapon_rifle_spawn}}  | ||
* {{ent|weapon_rifle_sg552_spawn}}  | * {{ent|weapon_rifle_sg552_spawn}}  | ||
}}  | |||
Latest revision as of 06:09, 18 May 2024
| CWeaponrifle_ak47Spawn | 
weapon_rifle_ak47_spawn  is a   model entity  available in 
 Left 4 Dead 2. It is a possible spawn point for AK-47. 
Keyvalues
- Name (targetname) <string>[ Edit ]
 - The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g. 
parentnameortarget).
Also displayed in Hammer's 2D views and Entity Report.See also: Generic Keyvalues, Inputs and Outputs available to all entities 
- Weapon Skin (weaponskin) <integer>
 - Some weapons have multiple versions of their textures, called skins. Set this to a number other than -1 to make the given weapon use that skin instead of the default.
 
- Glow Range (glowrange) <float>
 - Set a custom glow range for this spawner. 0 means use the default range.
 
- Collisions (solid) <choices>
 - 
- 0: Not Solid
 - 2: Use Bounding Box
 - 6: Use VPhysics (default)
 
 
- Count (count) <integer>
 - Max number of weapons given before disappearing.
 
Flags
- Enable Physics : [1]
 
- Must Exist : [2]
 - Absorb any dropped weapon type : [4]
 
- Infinite items (overrides count) : [8]
 
See Also
- weapon_rifle_desert_spawn
 - weapon_rifle_spawn
 - weapon_rifle_sg552_spawn
 - weapon_spawn
 - info_map_parameters
 - info_map_parameters_versus
 - weapon_rifle_ak47