Weapon ammo spawn: Difference between revisions
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Bug:This entity's FGD entry includes the
Fix:Change the entity's FGD entry to inherit from (tested in: l4d2)
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
(Reverted to custom page format because weapon_ammo doesn't exist and shouldn't be linked in See also) |
m (Deduplicated O template) |
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== Outputs == | == Outputs == | ||
{{O | {{O WeaponSpawn}} | ||
== Flags == | == Flags == | ||
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* {{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}} | ||
{{ACategory|Weapons}} | |||
{{ACategory|Left 4 Dead Weapons}} | |||
{{ACategory|Left 4 Dead 2 Weapons}} | |||
Latest revision as of 08:33, 23 November 2025
| CWeaponAmmoSpawn |
weapon_ammo_spawn is a model entity available in ![]()
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.
parentnameortarget).
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 tomodels/props/terror/ammo_stack.mdl.
- Weapon Skin (weaponskin) <integer> (only in
) - 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
) - 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.
count keyvalue which is ignored.
WeaponSpawnSingle instead of WeaponSpawn.Outputs
- OnItemSpawn (only in
) - 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]
AllowWeaponSpawn and ConvertWeaponSpawn. For example, it breaks the ammo to laser conversion in Tank Run.Gallery
[Todo]