Template:WeaponSpawnL4D/en: Difference between revisions

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(Extension tags are parsed early, so gotta use {{#tag:gallery...}})
(Added isupgrade parameter)
 
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{{#if: {{{custom_image}}}||{{WeaponSpawnL4D/image}}}}
{{WeaponL4D/image}}
{{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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__NOTOC__ __NOEDITSECTION__
__NOTOC__ __NOEDITSECTION__
== Keyvalues ==  
== Keyvalues ==  
{{KV Targetname}}<!--
{{KV Targetname}}
-->{{#if: {{{isammo}}}|<nowiki/><!-- to preserve this newline -->
{{KV Model|default model=models/props/terror/ammo_stack.mdl}}
|}}
{{KV WeaponSpawn{{#if: {{{single}}}|Single}}|l4d2only={{{l4d2only}}}}}<!--
{{KV WeaponSpawn{{#if: {{{single}}}|Single}}|l4d2only={{{l4d2only}}}}}<!--
-->{{#if:{{{keyvalues_add}}}|<nowiki/><!-- 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}}} -->
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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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|}}
|}}


== See Also ==
== See also ==
{{{seealso_add}}}
{{{seealso_add}}}
* {{#if: {{{l4d2only}}}||{{l4d2}}}}{{#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}}}