Template:KV WeaponSpawnSingle: Difference between revisions

From Valve Developer Community
Jump to navigation Jump to search
m (missing pair of closing brackets)
m (Typo: "Collision bo type" --> "Collision type")
Line 2: Line 2:
{{KV|Weapon Skin|integer|intn=weapon_skin|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.}}
{{KV|Weapon Skin|integer|intn=weapon_skin|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.}}
{{KV|Glow Range|float|intn=glowrange|Set a custom glow range for this spawner. 0 means use the default range.}}
{{KV|Glow Range|float|intn=glowrange|Set a custom glow range for this spawner. 0 means use the default range.}}
{{KV|Collisions|choices|intn=solid|Collision bo type.}}
{{KV|Collisions|choices|intn=solid|Collision type.}}
:* 0 : Not Solid
:* 0 : Not Solid
:* 2 : Use Bounding Box
:* 2 : Use Bounding Box

Revision as of 13:30, 1 August 2022

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 type.
  • 0 : Not Solid
  • 2 : Use Bounding Box
  • 6 : Use VPhysics

Model:

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.