Template:KV WeaponSpawnSingle: Difference between revisions

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m (added missing minititle)
m (hm)
Line 6: Line 6:
:* 2 : Use Bounding Box
:* 2 : Use Bounding Box
:* 6 : Use VPhysics
:* 6 : Use VPhysics
{{todo|The model set doesn't update in Hammer, requiring a workaround. But this entity does inherit {{ent|CBaseAnimating}}. ''Can we edit its CBaseAnimating keys in Hammer without any issues?''}}
{{KV BaseAnimating|l4d2=1}}
{{KV BaseEntity|l4d2=1}}
{{KV BaseEntity|l4d2=1}}
{{minititle|Studiomodel}}
{{note|While this entity has Studiomodel keyvalues (World Model, etc.), They don't actually work! Instead, change the entity to another entity (e.g. [[weapon_pain_pills_spawn]]) so the model changes, then Undo (CTRL+Z).}}
}}<noinclude>
}}<noinclude>
[[Category:Keyvalue Templates|WeaponSpawnSingle]]
[[Category:Keyvalue Templates|WeaponSpawnSingle]]
</noinclude>
</noinclude>

Revision as of 02:31, 18 March 2021

WeaponSpawnSingle:
Weapon Skin (weapon_skin) <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.
Collisions (solid) <choices>
Collision box type.
  • 0 : Not Solid
  • 2 : Use Bounding Box
  • 6 : Use VPhysics
Todo: The model set doesn't update in Hammer, requiring a workaround. But this entity does inherit CBaseAnimating. Can we edit its CBaseAnimating keys in Hammer without any issues?
Note.pngNote:Content moved to Rendering and studio model related KIO/Keyvalues for continuation of page history