Template:WeaponSpawnL4D/en: Difference between revisions

From Valve Developer Community
Jump to navigation Jump to search
No edit summary
(Undo revision 491828 by Alexiscoutinho (talk) Now it should work)
 
(5 intermediate revisions by the same user not shown)
Line 1: Line 1:
__NOEDITSECTION__
__NOEDITSECTION__
{{WeaponSpawnL4D/image}}
{{WeaponSpawnL4D/image|melee={{#if: {{{ismelee|}}}|{{#expr: {{CURRENTHOUR}} mod 13}}}}|size={{#if: {{{ismelee|}}}|200px}}}}
{{CD|{{{class|???}}}|{{#if:{{{class|}}}|x|base}}=CWeaponSpawn}}
{{CD|{{{class|???}}}|{{#if:{{{class|}}}|x|base}}=CWeaponSpawn}}
{{this is a|model entity|name=weapon_{{{weapon}}}_spawn
{{this is a|model entity|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}}<!--
{{Fl|2|Must Exist}}<!--
-->{{#if: {{{isweapon|}}}|
-->{{#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 to director scavenge list|only={{l4d}}}}
{{Fl|65536|Add To Director Scavenge List|only={{l4d}}}}
:{{todo|What does this flag mean?}}
:{{Todo|What does this flag mean?}}
|}}<!--
|}}<!--
-->{{#if: {{{l4d2only|}}} ||
-->{{#if: {{{l4d2only|}}}||{{#if: {{{single|}}}||
{{#if: {{{isweapon|}}}|{{Fl|131072|Don't cluster with similar items|only={{l4d}}}}|}}}}
{{Fl|131072|Don't Cluster With Similar Items|only={{l4d}}}}
 
}}}}
== Keyvalues ==
{{KV Targetname}}
{{KV|Count|integer|intn=count|Max number of weapons given before disappearing.}}
{{KV|Weapon Skin|integer|intn=weaponskin|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.}}
{{KV|Glow Range|float|intn=glowrange|Set a custom glow range for this spawner. 0 means use the default range.}}
{{KV|Glow Backface Multiple|intn=glowbackfacemult|float|nofgd=1|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.|only={{#if: {{{l4d2only|}}}||{{l4d2}}}}}}
 
{{#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}}}}
}}{{{section1|}}}


== 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|Info_map_parameters/Left_4_Dead_series|alt=info_map_parameters}}
* {{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: }}]]

C++ Class hierarchy
???
CWeaponSpawn
CItem
CBaseAnimating
CBaseEntity

weapon_{{{weapon}}}_spawn is a model entity available in Left 4 Dead seriesLeft 4 Dead series 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. 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> (only in Left 4 Dead 2)
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 Left 4 Dead 2)
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 Left 4 Dead)
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]
Absorb any dropped weapon type : [4] (only in Left 4 Dead 2)
Infinite items (overrides count) : [8] (only in Left 4 Dead 2)
Don't Cluster With Similar Items : [131072] (only in Left 4 Dead)

See Also