Weapon ammo spawn: Difference between revisions

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(Cleanup. There seem to be some undocumented outputs, these could be added to the templates.)
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{{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.
{{screenshot}}
 
{{stub}}
== Keyvalues ==
== Keyvalues ==
{{kv weapon l4d}}  
{{KV WeaponSpawn}}
{{note|Ammo and count is usually unspecified for ammo spawnpoints.}}
 
* '''model'''
:<studio> World Model (Maximum string length: 128)
{{note|If a model is not used there will be an error model but it is still usable in game.}}
== Inputs ==
== Outputs ==
* '''OnPlayerTouch'''
:Fires an Output when Player touches the ammo stock.
* '''OnCacheInteraction'''
:Fires an Output when the Player uses the ammo stock.
* '''OnIgnite'''
:Fires an Output when the ammo stock is on fire.
* '''OnKilled'''
:Fires an Output when it gets removed.
== Flags ==
== Flags ==
{{fl weapon l4d}}
{{Fl WeaponSpawn}}
== See also ==
== External links ==

Revision as of 18:50, 1 August 2011

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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 Left 4 Dead 2) !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]
Infinite items (overrides count) : [8] (only in Left 4 Dead 2)
Absorb any dropped weapon type : [4] (only in Left 4 Dead 2)
Don't cluster with similar items : [131072] (only in Left 4 Dead)