Weapon ammo spawn: Difference between revisions

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[[File:ammunition pile l4d2.png|thumb|An ammunition pile.]]
[[File:ammunition pile l4d2.png|thumb|An ammunition pile.]]
{{WeaponSpawnL4D
{{CD|CWeaponAmmoSpawn}}
| weapon = ammo
{{This is a|model entity|name=weapon_ammo_spawn|series=Left 4 Dead}} It is a possible spawn point for ammo stash. It replenishes ammo for all weapons except the [[weapon_grenade_launcher|Grenade Launcher]] and [[weapon_rifle_m60|M60]].
| fancy_name = ammo stash
__NOTOC__
| class = CWeaponAmmoSpawn
== Keyvalues ==
| custom_image = 1
{{KV Targetname}}
| isammo = 1
{{KV Model|default model=models/props/terror/ammo_stack.mdl}}
| description_add =  
{{KV WeaponSpawn}}
It replenishes ammo for all weapons except the [[weapon_grenade_launcher|Grenade Launcher]] and [[weapon_rifle_m60|M60]].
| keyvalues_add =  
{{Bug|This entity's FGD entry includes the <code>count</code> keyvalue which is ignored.
{{Bug|This entity's FGD entry includes the <code>count</code> keyvalue which is ignored.
{{Fix|Change the entity's FGD entry to inherit from <code>WeaponSpawnSingle</code> instead of <code>WeaponSpawn</code>.}}|tested=l4d2|only=l4ds}}
{{Fix|Change the entity's FGD entry to inherit from <code>WeaponSpawnSingle</code> instead of <code>WeaponSpawn</code>.}}|tested=l4d2|only=l4ds}}
| flags_add =  
 
{{Warning|Do NOT use the '''Infinite items (overrides count)''' flag. Not only it doesn't make sense, but it also breaks the manipulation of this entity by [[Left 4 Dead 2/Scripting/Director Scripts/AllowWeaponSpawn|<code>AllowWeaponSpawn</code>]] and [[Left 4 Dead 2/Scripting/Director Scripts/ConvertWeaponSpawn|<code>ConvertWeaponSpawn</code>]]. For example, it breaks the ammo to laser conversion in [[Tank Run]].}}
== Outputs ==
| seealso_add =  
{{O WeaponSpawn}}
 
== Flags ==
{{Fl WeaponSpawn}}
{{Warning|Do NOT use the '''Infinite items (overrides count)''' flag. Not only it doesn't make sense, but it also breaks the manipulation of this entity by <code>[[Left 4 Dead 2/Scripting/Director Scripts/AllowWeaponSpawn|AllowWeaponSpawn]]</code> and <code>[[Left 4 Dead 2/Scripting/Director Scripts/ConvertWeaponSpawn|ConvertWeaponSpawn]]</code>. For example, it breaks the ammo to laser conversion in [[Tank Run]].}}
 
== Gallery ==
<gallery mode="packed">
{{WeaponL4D/image/switch|alt=0}} {{!}} ammo_stack.mdl
{{WeaponL4D/image/switch|alt=1}} {{!}} coffeeammo.mdl
</gallery>
{{Todo}}
 
== See also ==
* {{l4d2}}{{ent|upgrade_ammo_explosive}}
* {{l4d2}}{{ent|upgrade_ammo_explosive}}
* {{l4d2}}{{ent|upgrade_ammo_incendiary}}
* {{l4d2}}{{ent|upgrade_ammo_incendiary}}
}}
* {{l4d2}}{{ent|weapon_item_spawn}}
* {{ent|info_map_parameters/Left 4 Dead series|alt=info_map_parameters}}
* {{ent|info_map_parameters_versus}}
 
{{ACategory|Weapons}}
{{ACategory|Left 4 Dead Weapons}}
{{ACategory|Left 4 Dead 2 Weapons}}

Latest revision as of 08:33, 23 November 2025

An ammunition pile.
C++ Class hierarchy
CWeaponAmmoSpawn
CWeaponSpawn
CItem
CBaseAnimating
CBaseEntity

weapon_ammo_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 ammo stash. It replenishes ammo for all weapons except the Grenade Launcher and M60.

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
World Model (model) <model path>
In-game 3D representation of the entity to display. This is the path to a MDL relative to the game's root directory. (128 character limit)
If no model is specified, it defaults to models/props/terror/ammo_stack.mdl.
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.
Icon-Bug.pngBug:This entity's FGD entry includes the count keyvalue which is ignored.
Note.pngFix:Change the entity's FGD entry to inherit from WeaponSpawnSingle instead of WeaponSpawn.
  (tested in: l4d2)

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

Absorb any dropped weapon type : [4] (only in Left 4 Dead 2)
Don't Cluster With Similar Items : [131072] (only in Left 4 Dead)
Enable Physics : [1]
Must Exist : [2]
Infinite items (overrides count) : [8] (only in Left 4 Dead 2)
Warning.pngWarning:Do NOT use the Infinite items (overrides count) flag. Not only it doesn't make sense, but it also breaks the manipulation of this entity by AllowWeaponSpawn and ConvertWeaponSpawn. For example, it breaks the ammo to laser conversion in Tank Run.

Gallery

[Todo]

See also