Template:WeaponSpawn: Difference between revisions

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m (displayed {{Fl WeaponSpawnOptionalScavenge}} for this page)
m (god damn, here we go, modelwarning key)
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__NOTOC__
__NOTOC__
As weapon spawn entities in L4D1 and L4D2 has [[FGD]] differences, this template has a parameter to use.<br>
This template has a few, but notable configurable parameters, as not all weapon spawn entities share the same quirks, while some in L4D1 and L4D2 have [[FGD]] differences.<br>
By doing this:
Parameters:
<pre>{{WeaponSpawn|optionalscavenge=1}}</pre>
<pre>{{WeaponSpawn|optionalscavenge=1}}</pre>
The keys for<code>WeaponSpawnOptionalScavenge</code>are displayed.
<code>optionalscavenge</code>- Display keyvalues for<code>WeaponSpawnOptionalScavenge</code>.
<pre>{{WeaponSpawn|modelwarning=1}}</pre>
<code>modelwarning</code>- For [[weapon_spawn]], shows a big TODO about setting custom models.
</noinclude>
</noinclude>
== Keyvalues ==
== Keyvalues ==
{{KV WeaponSpawn}}
<includeonly>
{{#if:{{{modelwarning|}}}|{{KV WeaponSpawn|modelwarning=1}}|{{KV WeaponSpawn}}}}
</includeonly>
<noinclude>
{{KV WeaponSpawn|modelwarning=1}}
</noinclude>


== Flags ==
== Flags ==

Revision as of 12:53, 22 March 2021


This template has a few, but notable configurable parameters, as not all weapon spawn entities share the same quirks, while some in L4D1 and L4D2 have FGD differences.
Parameters:

{{WeaponSpawn|optionalscavenge=1}}

optionalscavenge- Display keyvalues forWeaponSpawnOptionalScavenge.

{{WeaponSpawn|modelwarning=1}}

modelwarning- For weapon_spawn, shows a big TODO about setting custom models.

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)


WeaponSpawnOptionalScavenge (only in Left 4 Dead):
Add to director scavenge list : [65536]
Todo: What does this flag mean?


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.