Weapon ammo spawn: Difference between revisions
Jump to navigation
Jump to search
ThaiGrocer (talk | contribs) No edit summary |
(Cleanup. There seem to be some undocumented outputs, these could be added to the templates.) |
||
Line 1: | Line 1: | ||
{{screenshot}} | |||
{{l4d series point|weapon_ammo_spawn}} It is a possible spawnpoint for ammo restock. | {{l4d series point|weapon_ammo_spawn}} It is a possible spawnpoint for ammo restock. | ||
== Keyvalues == | == Keyvalues == | ||
{{ | {{KV WeaponSpawn}} | ||
== Flags == | == Flags == | ||
{{ | {{Fl WeaponSpawn}} | ||
Revision as of 18:50, 1 August 2011

This article or section needs a screenshot to help visually convey the subject.
You can upload screenshots at Special:Upload. For help, see Help:Images.
You can upload screenshots at Special:Upload. For help, see Help:Images.
Template:L4d series point It is a possible spawnpoint for ammo restock.
Keyvalues
- 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]