Upgrade spawn: Difference between revisions
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(→See also: Added weapon_spawn) |
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{{CD|CUpgradeSpawner}} | {{CD|CUpgradeSpawner}} | ||
{{ | {{this is a|point entity|game=Left 4 Dead 2|name=upgrade_spawn}} It is a configurable spawner for weapon upgrades. | ||
== Keyvalues == | == Keyvalues == | ||
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''']''' | ''']''' | ||
] | ] | ||
== See also == | |||
* {{ent|weapon_item_spawn}} | |||
* {{ent|weapon_spawn}} | |||
Latest revision as of 09:09, 29 November 2025
| CUpgradeSpawner |
upgrade_spawn is a point entity available in
Left 4 Dead 2. It is a configurable spawner for weapon upgrades.
Keyvalues
- Laser Sight (laser_sight) <integer>
- UpgradePack - Incendiary (upgradepack_incendiary) <integer>
- UpgradePack - Explosive (upgradepack_explosive) <integer>
- If set to 1 the given item might spawn.
Flags
- Enable Physics on spawned item : [1]
- Spawned Item Must Exist : [2]
Optional FGD edits, for better usability
This entity will spawn a random chosen upgrade, yet you cannot decide its exact rotation. To fix this, modify "Left 4 Dead 2\bin\left4dead2.fgd".
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@PointClass base(Targetname) = upgrade_spawn
and modify it as such:
@PointClass base(Targetname, Angles)studioprop() = upgrade_spawn [ laser_sight(integer) : "Laser Sight" : 1 upgradepack_incendiary(integer) : "UpgradePack - Incendiary" : 1 upgradepack_explosive(integer) : "UpgradePack - Explosive" : 1 spawnflags(Flags) = [ 1 : "Enable Physics on spawned item" : 0 2 : "Spawned Item Must Exist" : 0 ] model(choices) : "Helper Model (Visual aid only)" : "models/w_models/weapons/w_laser_sights.mdl" = [ "models/w_models/weapons/w_laser_sights.mdl" : "Laser" "models/w_models/weapons/w_eq_explosive_ammopack.mdl" : "Explosive Ammo" "models/w_models/weapons/w_eq_incendiary_ammopack.mdl" : "Incendiary Ammo" ] ]