Weapon ammo spawn: Difference between revisions

From Valve Developer Community
Jump to navigation Jump to search
(Cleanup. There seem to be some undocumented outputs, these could be added to the templates.)
mNo edit summary
Line 3: Line 3:
{{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 ==
{{WeaponSpawn}}
{{KV WeaponSpawn}}
 
== Flags ==
{{Fl WeaponSpawn}}

Revision as of 05:54, 13 August 2011

Nuvola apps ksnapshot.png
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.

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)


Inputs

Outputs

OnItemSpawn  (removed since Left 4 Dead 2)
Fired if this object is spawned on the map. If the weapon is removed during the weapon spawn pass, this will not fire.