Template:WeaponSpawnL4D/en: Difference between revisions

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(Alternative way to reorder and optimize)
(Added isupgrade parameter)
 
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__NOEDITSECTION__
{{WeaponL4D/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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| nocat = {{#if:{{NAMESPACE}}|1|0}}
| nocat = {{#if:{{NAMESPACE}}|1|0}}
}} It is a possible spawn point for {{{fancy_name}}}. {{{description_add}}}
}} It is a possible spawn point for {{{fancy_name}}}. {{{description_add}}}
__NOTOC__
__NOTOC__ __NOEDITSECTION__
== Keyvalues ==  
== Keyvalues ==  
{{KV Targetname}}
{{KV Targetname}}
{{KV WeaponSpawn{{#if: {{{single}}}|Single}}|l4d2only={{{l4d2only}}}}}<!--
{{KV WeaponSpawn{{#if: {{{single}}}|Single}}|l4d2only={{{l4d2only}}}}}<!--
-->{{#if:{{{keyvalues_add}}}|<nowiki/><!-- preserve extra newline to compensate the stripping of the initial one from {{KV}} of {{{keyvalues_add}}} -->
-->{{#if:{{{keyvalues_add}}}|<nowiki/><!-- extra newline to compensate the stripping of the initial one from {{KV}} of {{{keyvalues_add}}} -->


{{{keyvalues_add}}}}}<!--
{{{keyvalues_add}}}}}<!--
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== 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 WeaponSpawn{{#if: {{{single}}}|Single}}}}
}}
}}


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{{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?}}
<nowiki/>|}}<!--
|}}
-->{{Fl WeaponSpawn{{#if: {{{single}}}|Single}}|l4d2only={{{l4d2only}}}}}
{{Fl WeaponSpawn{{#if: {{{single}}}|Single}}|l4d2only={{{l4d2only}}}}}<!--
-->{{#if:{{{flags_add}}}|<nowiki/>
{{{flags_add}}}}}<!--
-->{{#if: {{{gallery}}}|<nowiki/>


== See Also ==
== Gallery ==
{{#tag:gallery|{{{gallery}}}|mode=packed}}
|}}
 
== See also ==
{{{seealso_add}}}
{{{seealso_add}}}
* {{#if: {{{isweapon}}}|{{ent|weapon_spawn}}|{{ent|weapon_item_spawn}}}}
* {{#if: {{{l4d2only}}}||{{l4d2}}}}{{#if: {{{isupgrade}}}|{{ent|upgrade_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 08:37, 29 November 2025

[[File:|thumb|300x450px|{{ File: }}]]

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

weapon_{{{weapon}}}_spawn is a model entity available in Left 4 Dead 2 Left 4 Dead 2. It is a possible spawn point for {{{fancy_name}}}. {{{description_add}}}

Keyvalues

Name (targetname) <string>
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)

{{{keyvalues_add}}}

Flags

Add To Director Scavenge List : [65536] (only in Left 4 Dead)
Todo: What does this flag mean?
Enable Physics : [1]
Must Exist : [2]
Infinite items (overrides count) : [8]

{{{flags_add}}}

Gallery

See also

{{{seealso_add}}}