Template:WeaponSpawnL4D/en: Difference between revisions
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(Undo revision 491828 by Alexiscoutinho (talk) Now it should work) |
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__NOEDITSECTION__ | __NOEDITSECTION__ | ||
{{WeaponSpawnL4D/image}} | {{WeaponSpawnL4D/image|melee={{#if: {{{ismelee|}}}|{{#expr: {{CURRENTHOUR}} mod 13}}}}|size={{#if: {{{ismelee|}}}|200px}}}} | ||
{{CD|{{{class|???}}}}} | {{CD|{{{class|???}}}|{{#if:{{{class|}}}|x|base}}=CWeaponSpawn}} | ||
{{this is a | {{this is a|model entity|name=weapon_{{{weapon}}}_spawn | ||
| | |||
| name=weapon_{{{weapon}}}_spawn | |||
| {{#if: {{{l4d2only|}}}|game|series}}={{#if: {{{l4d2only|}}}|Left 4 Dead 2|Left 4 Dead}} | | {{#if: {{{l4d2only|}}}|game|series}}={{#if: {{{l4d2only|}}}|Left 4 Dead 2|Left 4 Dead}} | ||
| nocat = {{#if:{{NAMESPACE}}|1|0}} | | nocat = {{#if:{{NAMESPACE}}|1|0}} | ||
}} It is possible spawn point for {{{fancy_name|{{{weapon}}}}}}. {{{description_add|}}} | }} It is a possible spawn point for {{{fancy_name|{{{weapon}}}}}}. {{{description_add|}}} | ||
__NOTOC__ | __NOTOC__ | ||
== Keyvalues == | |||
{{KV Targetname}} | |||
{{KV|Weapon Skin|intn=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.|only={{#if: {{{l4d2only|}}}||{{l4d2}}}}}} | |||
{{KV|Glow Range|intn=glowrange|float|Set a custom glow range for this spawner. 0 means use the default range.|only={{#if: {{{l4d2only|}}}||{{l4d2}}}}}} | |||
{{KV|Collisions|intn=solid|choices| | |||
:* 0: Not Solid | |||
:* 2: Use Bounding Box | |||
:* 6: Use [[VPhysics]] (default)}}<!-- | |||
-->{{#if: {{{single|}}}|| | |||
{{KV|Count|intn=count|integer|Max number of weapons given before disappearing.}} | |||
}} | |||
{{{keyvalues_add|}}} | |||
<!-- | |||
-->{{#if: {{{l4d2only|}}}|| | |||
== Outputs == | |||
{{O|OnItemSpawn|Fired if this object is spawned on the map. If the weapon is removed during the weapon spawn pass, this will not fire.|only={{l4d}}}} | |||
}} | |||
== Flags == | == Flags == | ||
{{Fl|1|Enable Physics}} | {{Fl|1|Enable Physics}} | ||
{{Fl|2|Must Exist}}<!-- | |||
-->{{#if: {{{ | -->{{#if: {{{single|}}}|| | ||
{{Fl|4|Absorb any dropped weapon type|only={{#if: {{{l4d2only|}}}||{{l4d2}}}}}} | {{Fl|4|Absorb any dropped weapon type|only={{#if: {{{l4d2only|}}}||{{l4d2}}}}}} | ||
}} | |||
{{Fl|8|Infinite items (overrides count)|only={{#if: {{{l4d2only|}}}||{{l4d2}}}}}}<!-- | {{Fl|8|Infinite items (overrides count)|only={{#if: {{{l4d2only|}}}||{{l4d2}}}}}}<!-- | ||
-->{{#if: {{{optionalscavenge|}}}| | -->{{#if: {{{optionalscavenge|}}}| | ||
{{Fl|65536|Add | {{Fl|65536|Add To Director Scavenge List|only={{l4d}}}} | ||
:{{ | :{{Todo|What does this flag mean?}} | ||
|}}<!-- | |}}<!-- | ||
-->{{#if: {{{l4d2only|}}} || | -->{{#if: {{{l4d2only|}}}||{{#if: {{{single|}}}|| | ||
{{#if: {{{ | {{Fl|131072|Don't Cluster With Similar Items|only={{l4d}}}} | ||
}}}} | |||
}} | |||
== See Also == | == See Also == | ||
{{{seealso_add|}}} | {{{seealso_add|}}} | ||
* {{#if: {{{isweapon|}}}|{{ent|weapon_spawn}}|{{ent|weapon_item_spawn}}}} | * {{#if: {{{isweapon|}}}|{{ent|weapon_spawn}}|{{ent|weapon_item_spawn}}}} | ||
* {{ent| | * {{ent|info_map_parameters/Left 4 Dead series|alt=info_map_parameters}} | ||
* {{ent|info_map_parameters_versus}} | * {{ent|info_map_parameters_versus}} | ||
* {{ent|weapon_{{{weapon}}}}} | * {{ent|weapon_{{{weapon}}}}} | ||
Latest revision as of 11:02, 4 November 2025
[[File:|right|thumb|300px|{{ File: }}]]
| ??? |
weapon_{{{weapon}}}_spawn is a model entity available in ![]()
Left 4 Dead series. It is a possible spawn point for {{{weapon}}}.
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> (only in
) - 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> (only in
) - 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.
Outputs
- OnItemSpawn (only in
) - Fired if this object is spawned on the map. If the weapon is removed during the weapon spawn pass, this will not fire.
Flags
- Enable Physics : [1]
- Infinite items (overrides count) : [8] (only in
) - Don't Cluster With Similar Items : [131072] (only in
)
See Also
- weapon_item_spawn
- info_map_parameters
- info_map_parameters_versus
- [[Weapon_{{{weapon}}}|weapon_{{{weapon}}}]]