Weapon sniper military spawn: Difference between revisions

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{{this is a|point entity|name=weapon_sniper_military_spawn|game=Left 4 Dead 2}} It is a possible spawn point for a military sniper rifle.
{{WeaponSpawnL4D
 
| weapon = sniper_military
== Keyvalues ==
| fancy_name = military sniper rifle
{{KV WeaponSpawn}}
| class = CWeaponsniper_militarySpawn
{{KV BaseEntity|l4d2=1}}
| isweapon = 1
 
| l4d2only = 1
== Flags ==
| seealso_add =  
{{Fl WeaponSpawn}}
 
== Inputs ==
{{I WeaponSpawn}}
 
== Outputs ==
{{O WeaponSpawn}}
 
== See Also ==
* {{ent|weapon_hunting_rifle_spawn}}
* {{ent|weapon_hunting_rifle_spawn}}
* {{ent|weapon_sniper_awp_spawn}}
* {{ent|weapon_sniper_awp_spawn}}
* {{ent|weapon_sniper_scout_spawn}}
* {{ent|weapon_sniper_scout_spawn}}
 
}}
 
[[Category:Weapons]]
[[Category:Left 4 Dead 2 Weapons]]

Latest revision as of 08:48, 21 July 2024

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models/w_models/weapons/w_sniper_military.mdl
C++ Class hierarchy
CWeaponsniper_militarySpawn
CWeaponSpawn
CItem
CBaseAnimating
CBaseEntity

weapon_sniper_military_spawn is a model entity available in Left 4 Dead 2 Left 4 Dead 2. It is possible spawn point for military sniper rifle.

Flags

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

Keyvalues

Name (targetname) <string>[ Edit ]
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

Count (count) <integer>
Max number of weapons given before disappearing.
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.
Glow Backface Multiple (glowbackfacemult) <float> !FGD
If this object has a glow effect, multiply the effect by this much on the sides of the object that are facing away from the viewer.


See Also