Template:WeaponSpawnL4D: Difference between revisions
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= Preview {{ulf|en=1|sk=1|no-right-align=1}} <small>[{{PageCreateLink|alt={{int:edit}}|create={{FULLPAGENAME}}/{{language}}}}]</small> = | = Preview {{ulf|en=1|sk=1|no-right-align=1}} <small>[{{PageCreateLink|alt={{int:edit}}|create={{FULLPAGENAME}}/{{language}}}}]</small> = | ||
<onlyinclude><includeonly>{{LanguageBar}}</includeonly> | <onlyinclude><includeonly>{{LanguageBar}}</includeonly><!-- | ||
{{WeaponSpawnL4D/{{language}}}} | -->{{WeaponSpawnL4D/{{language}} | ||
<includeonly> | | weapon = {{{weapon}}} | ||
{{ACategory|Weapons}} | | fancy_name = {{{fancy_name|{{{weapon}}}}}} | ||
| {{#if:{{{class|}}}|class|x}} = {{{class|???}}} | |||
| isweapon = {{{isweapon|}}} | |||
| ismelee = {{{ismelee|}}} | |||
| l4d2only = {{{l4d2only|}}} | |||
| single = {{{single|}}} | |||
| optionalscavenge = {{{optionalscavenge|}}} | |||
| description_add = {{{description_add|}}} | |||
| keyvalues_add = {{{keyvalues_add|}}} | |||
| seealso_add = {{{seealso_add|}}} | |||
}}<includeonly><!-- | |||
-->{{ACategory|Weapons}} | |||
{{ACategory|Left 4 Dead 2 Weapons}} | {{ACategory|Left 4 Dead 2 Weapons}} | ||
{{#if: {{{l4d2only|}}}||{{ACategory|Left 4 Dead Weapons}}}} | {{#if: {{{l4d2only|}}}||{{ACategory|Left 4 Dead Weapons}}}}</includeonly></onlyinclude> | ||
</includeonly> | |||
</onlyinclude> | |||
Latest revision as of 19:14, 5 November 2025
Preview 
[Edit]
[[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]
- Must Exist : [2]
See Also
- weapon_item_spawn
- info_map_parameters
- info_map_parameters_versus
- [[Weapon_{{{weapon}}}|weapon_{{{weapon}}}]]