Template:WeaponSpawnL4D/en: Difference between revisions

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m (Damn line breaks...)
(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|???}}}|{{#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
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== Keyvalues ==  
== Keyvalues ==  
{{KV Targetname}}
{{KV Targetname}}
{{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|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|float|intn=glowrange|Set a custom glow range for this spawner. 0 means use the default range.}}
{{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|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}}}}}}<!--
{{KV|Collisions|intn=solid|choices|
:* 0: Not Solid
:* 2: Use Bounding Box
:* 6: Use [[VPhysics]] (default)}}<!--
-->{{#if: {{{single|}}}||
-->{{#if: {{{single|}}}||
{{KV|Count|integer|intn=count|Max number of weapons given before disappearing.}}
{{KV|Count|intn=count|integer|Max number of weapons given before disappearing.}}
}}
}}
{{{keyvalues_add|}}}
<!--
<!--
-->{{#if: {{{l4d2only|}}}||
-->{{#if: {{{l4d2only|}}}||
== Outputs ==
== 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}}}}
{{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|}}}
}}


== Flags ==
== Flags ==
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{{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: {{{single|}}}||
-->{{#if: {{{l4d2only|}}}||{{#if: {{{single|}}}||
{{Fl|131072|Don't cluster with similar items|only={{l4d}}}}
{{Fl|131072|Don't Cluster With Similar Items|only={{l4d}}}}
}}}}
}}}}



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