Upgrade spawn: Difference between revisions
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{{ | {{CD|CUpgradeSpawner}} | ||
{{entity|type=e0|game=Left 4 Dead 2|upgrade_spawn}} It is a configurable spawner for weapon upgrades. | |||
== Keyvalues == | == Keyvalues == |
Revision as of 13:01, 3 August 2023
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CUpgradeSpawner |
Template:Entity It is a configurable spawner for weapon upgrades.
Keyvalues
- Laser Sight (laser_sight) <integer>
- UpgradePack - Incendiary (upgradepack_incendiary) <integer>
- UpgradePack - Explosive (upgradepack_explosive) <integer>
- If set to 1 the given item might spawn.
Flags
- Enable Physics on spawned item : [1]
- Spawned Item Must Exist : [2]
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"
.
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@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" ] ]