Upgrade spawn: Difference between revisions
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{{l4d2 point|upgrade_spawn}} It is a configurable spawner for weapon upgrades. | {{l4d2 point|upgrade_spawn}} It is a configurable spawner for weapon upgrades. | ||
==Optional [[FGD]] edits, for better usability== | |||
This entity will spawn a random chosen upgrade, yet you cannot decide its exact rotation. To fix this, modify <code>"Left 4 Dead 2\bin\left4dead2.fgd"</code>.<br> | |||
Search for | |||
<pre>@PointClass base(Targetname) = upgrade_spawn</pre> | |||
and modify it as such: | |||
'''@PointClass base(Targetname, Angles)studioprop() = upgrade_spawn''' | |||
[ | |||
laser_sight(integer) : "Laser Sight" : 1 | |||
upgradepack_incendiary(integer) : "UpgradePack - Incendiary" : 1 | |||
upgradepack_explosive(integer) : "UpgradePack - Explosive" : 1 | |||
spawnflags(Flags) = | |||
[ | |||
1 : "Enable Physics on spawned item" : 0 | |||
2 : "Spawned Item Must Exist" : 0 | |||
] | |||
'''model(choices) : "Helper Model (Visual aid only)" : "models/w_models/weapons/w_laser_sights.mdl" =''' | |||
'''[''' | |||
'''"models/w_models/weapons/w_laser_sights.mdl" : "Laser"''' | |||
'''"models/w_models/weapons/w_eq_explosive_ammopack.mdl" : "Explosive Ammo"''' | |||
'''"models/w_models/weapons/w_eq_incendiary_ammopack.mdl" : "Incendiary Ammo"''' | |||
''']''' | |||
] | |||
== Keyvalues == | == Keyvalues == | ||
{{KV|Laser Sight|integer}} | {{KV|Laser Sight|integer}} |
Revision as of 01:00, 25 March 2021
Template:L4d2 point It is a configurable spawner for weapon upgrades.
Optional FGD edits, for better usability
This entity will spawn a random chosen upgrade, yet you cannot decide its exact rotation. To fix this, modify "Left 4 Dead 2\bin\left4dead2.fgd"
.
Search for
@PointClass base(Targetname) = upgrade_spawn
and modify it as such:
@PointClass base(Targetname, Angles)studioprop() = upgrade_spawn [ laser_sight(integer) : "Laser Sight" : 1 upgradepack_incendiary(integer) : "UpgradePack - Incendiary" : 1 upgradepack_explosive(integer) : "UpgradePack - Explosive" : 1 spawnflags(Flags) = [ 1 : "Enable Physics on spawned item" : 0 2 : "Spawned Item Must Exist" : 0 ] model(choices) : "Helper Model (Visual aid only)" : "models/w_models/weapons/w_laser_sights.mdl" = [ "models/w_models/weapons/w_laser_sights.mdl" : "Laser" "models/w_models/weapons/w_eq_explosive_ammopack.mdl" : "Explosive Ammo" "models/w_models/weapons/w_eq_incendiary_ammopack.mdl" : "Incendiary Ammo" ] ]
Keyvalues
- Name (targetname) <string>[ Edit ]
- The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g.
parentname
ortarget
).
Also displayed in Hammer's 2D views and Entity Report.See also: Generic Keyvalues, Inputs and Outputs available to all entities
Flags
- 1 : Enable Physics on spawned item
- 2 : Spawned Item Must Exist