Weapon melee spawn: Difference between revisions

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(Removed obsolete default melee_weapon description and adjusted HTML structuring)
 
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{{WeaponSpawnL4D/image|melee={{#expr: {{CURRENTHOUR}} mod 13}}|size=200px}}
{{WeaponSpawnL4D
{{this is a|point entity|name=weapon_melee_spawn|game=Left 4 Dead 2}} Is is a spawn point for any melee weapon.
| weapon = melee
 
| fancy_name = any melee weapon
== Keyvalues ==
| class = CWeaponMeleeSpawn
{{KV|Melee Weapon|intn=melee_weapon|string|Options: 'Any' or a comma-delimited string of melee weapon script names. Leave blank for none.}}
| ismelee = 1
:The names of the spawnable melee weapons have to be included in the text field. Names are:
| l4d2only = 1
 
| keyvalues_add =  
:* <code>Any</code> – director will place any melee weapon listed in the [[List of L4D2 Missions Files|Missionfile]]'s "meleeweapons" string.
{{KV|Melee Weapon|intn=melee_weapon|string|The names of the spawnable melee weapons have to be included in the text field. Names are:
{{ColumnBox|columns=4|
:* {{code|Any}} – director will place any melee weapon listed in the [[L4D2 Mission Files|mission file]]'s "meleeweapons" string.
:* <code>baseball_bat</code>
{{ColumnBox|count=4|
:* <code>cricket_bat</code>
:* {{code|baseball_bat}}
:* <code>crowbar</code>
:* {{code|cricket_bat}}
:* <code>electric_guitar</code>
:* {{code|crowbar}}
:* <code>fireaxe</code>
:* {{code|electric_guitar}}
:* <code>frying_pan</code>
:* {{code|fireaxe}}
:* <code>golfclub</code>
:* {{code|frying_pan}}
:* <code>katana</code>
:* {{code|golfclub}}
:* <code>knife</code>
:* {{code|katana}}
:* <code>machete</code>
:* {{code|knife}}
:* <code>pitchfork</code>
:* {{code|machete}}
:* <code>shovel</code>
:* {{code|pitchfork}}
:* <code>tonfa</code>
:* {{code|shovel}}
:* {{code|tonfa}}
}}
}}
:You may also list multiple specific melee weapons separated by a comma, and the director will select from among that subset of weapons: <code>crowbar,fireaxe,machete</code>
:You may also list multiple specific melee weapons separated by a comma, and the director will select from among that subset of weapons: {{code|crowbar,fireaxe,machete}}.}}
 
:{{Tip|You may even have additional custom melee weapons by creating a working weapon model and then creating a melee weapon script in "scripts/melee". Copy an existing one as a base and modify it to make it easier for you.<br>The name of that script, without extension, is the name to use in the mission file (to allow it at all) and the weapon_melee_spawn entity.}}
:{{tip|You may even have additional custom melee weapons by crating a working weapon model and then creating a melee weapon script in "scripts/melee". Copy an existing one as a base and modify it to make it easier for you.<br>The name of that script, without extention, is the name to use in the missionfile to allow it at all, and the weapon_melee_spawn entity.}}
 
{{KV WeaponSpawn}}
 
== Flags ==
{{Fl WeaponSpawn}}


<gallery mode="packed">
<gallery mode="packed">
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weapons-melee-w_frying_pan.jpg
weapons-melee-w_frying_pan.jpg
weapons-melee-w_katana.jpg
weapons-melee-w_katana.jpg
w_models-weapons-w_knife_t.jpg
weapons-melee-w_machete.jpg
weapons-melee-w_machete.jpg
weapons-melee-w_pitchfork.jpg
weapons-melee-w_pitchfork.jpg
weapons-melee-w_shovel.jpg
weapons-melee-w_shovel.jpg
weapons-melee-w_tonfa.jpg
weapons-melee-w_tonfa.jpg
w_models-weapons-w_knife_t.jpg
</gallery>
</gallery>
{{todo|golfclub}}
:{{todo|golfclub}}
 
| seealso_add =  
== See also ==
* [[L4D2_Level_Design/Weapon_and_Item_Spawning|L4D2 - Weapon and Item Spawning]]
* {{ent|weapon_pistol_spawn}}
* {{ent|weapon_pistol_spawn}}
* {{ent|weapon_pistol_magnum_spawn}}
* {{ent|weapon_pistol_magnum_spawn}}
 
}}
[[Category:Weapons]]
[[Category:Left 4 Dead 2 Weapons]]

Latest revision as of 19:56, 5 November 2025

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models/weapons/melee/w_katana.mdl
C++ Class hierarchy
CWeaponMeleeSpawn
CWeaponSpawn
CItem
CBaseAnimating
CBaseEntity

weapon_melee_spawn is a model entity available in Left 4 Dead 2 Left 4 Dead 2. It is a possible spawn point for any melee weapon.

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
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.
Melee Weapon (melee_weapon) <string>
The names of the spawnable melee weapons have to be included in the text field. Names are:
  • Any – director will place any melee weapon listed in the mission file's "meleeweapons" string.
  • baseball_bat
  • cricket_bat
  • crowbar
  • electric_guitar
  • fireaxe
  • frying_pan
  • golfclub
  • katana
  • knife
  • machete
  • pitchfork
  • shovel
  • tonfa
You may also list multiple specific melee weapons separated by a comma, and the director will select from among that subset of weapons: crowbar,fireaxe,machete.
Tip.pngTip:You may even have additional custom melee weapons by creating a working weapon model and then creating a melee weapon script in "scripts/melee". Copy an existing one as a base and modify it to make it easier for you.
The name of that script, without extension, is the name to use in the mission file (to allow it at all) and the weapon_melee_spawn entity.
Todo: golfclub

Flags

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

See Also