Weapon chainsaw spawn: Difference between revisions

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(Removed {{WeaponSpawn}} and new categories (weapons)), usual stuff)
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{{l4d2 point|weapon_chainsaw_spawn}} It is a possible spawn point for a chainsaw.
{{WeaponSpawnL4D
 
| weapon = chainsaw
== Keyvalues ==
| class = CWeaponChainsawSpawn
{{KV WeaponSpawn}}
| l4d2only = 1
{{KV BaseEntity|l4d2=1}}
| keyvalues_add =  
 
{{Bug|This entity's FGD entry includes the <code>count</code> keyvalue which is ignored.
== Flags ==
{{Fix|Change the entity's FGD entry to inherit from <code>WeaponSpawnSingle</code> instead of <code>WeaponSpawn</code>.}}|hidetested=1|only=l4d2}}
{{Fl WeaponSpawn}}
| seealso_add =  
 
== Inputs ==
{{I WeaponSpawn}}
 
== Outputs ==
{{O WeaponSpawn}}
 
== See Also ==
* {{ent|weapon_grenade_launcher_spawn}}
* {{ent|weapon_grenade_launcher_spawn}}
* {{ent|weapon_rifle_m60_spawn}}
* {{ent|weapon_rifle_m60_spawn}}
 
}}
[[Category:Weapons]]
[[Category:Left 4 Dead 2 Weapons]]

Latest revision as of 11:16, 14 November 2025

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models/weapons/melee/w_chainsaw.mdl
C++ Class hierarchy
CWeaponChainsawSpawn
CWeaponSpawn
CItem
CBaseAnimating
CBaseEntity

weapon_chainsaw_spawn is a model entity available in Left 4 Dead 2 Left 4 Dead 2. It is a possible spawn point for chainsaw.

Keyvalues

Name (targetname) <string>
The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g. parentname or target).
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.
Icon-Bug.pngBug:This entity's FGD entry includes the count keyvalue which is ignored.
Note.pngFix:Change the entity's FGD entry to inherit from WeaponSpawnSingle instead of WeaponSpawn.

Flags

Absorb any dropped weapon type : [4]
Enable Physics : [1]
Must Exist : [2]
Infinite items (overrides count) : [8]

See also