Weapon ammo spawn: Difference between revisions
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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
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{{ | {{CD|CWeaponAmmoSpawn}} | ||
[[File:ammunition_pile_l4d2.png|thumb|An ammunition pile.]] | |||
{{this is a|model entity|name=weapon_ammo_spawn|series=Left 4 Dead}} Ammo restocks can spawn at this area, which replenishes ammo for all weapons except the [[weapon_grenade_launcher|Grenade Launcher]] and [[weapon_rifle_m60|M60]]. | |||
== | == Keyvalues == | ||
{{KV Targetname}} | |||
{{KV|World Model|intn=model|string|The [[model]] this entity should appear as. 128-character limit.}} | |||
{{KV WeaponSpawn}} | |||
== Flags == | |||
{{Fl WeaponSpawn}} | |||
{{Warning|Do NOT use the <b>Infinite items (overrides count)</b> 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}}]] and [[Left 4 Dead 2/Scripting/Director Scripts/ConvertWeaponSpawn|{{code|ConvertWeaponSpawn}}]]. For example, it breaks the ammo to laser conversion in Tank Run.}} | |||
== Outputs == | == Outputs == | ||
{{O WeaponSpawn}} | |||
{{ | |||
[[Category:Left 4 Dead | [[Category:Weapons]] | ||
[[Category:Left 4 Dead Weapons]] | |||
[[Category:Left 4 Dead 2 Weapons]] | |||
Latest revision as of 17:36, 14 October 2025
| CWeaponAmmoSpawn |
weapon_ammo_spawn is a model entity available in ![]()
Left 4 Dead series. Ammo restocks can spawn at this area, which replenishes ammo for all weapons except the Grenade Launcher and M60.
Keyvalues
- Name (targetname) <string>[ Edit ]
- 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
- Count (count) <integer>
- Max number of weapons given before disappearing.
- 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.
- Glow Backface Multiple (glowbackfacemult) <float> (only in
) !FGD - 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.
Flags
- Enable Physics : [1]
- Must Exist : [2]
AllowWeaponSpawn and ConvertWeaponSpawn. For example, it breaks the ammo to laser conversion in Tank Run.