Template:WeaponL4D: Difference between revisions

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(-skin is notable keyvalue here)
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{{ent not in fgd|nolink=1}}
{{ent not in fgd|nolink=1}}
{{CD|{{{class}}}}}
{{CD|{{{class}}}}}
{{entity|type=e0|weapon_{{{weapon}}}|series=Left 4 Dead}} Held {{{weapon}}}. For placing {{{weapon}}} spawns in a map use [[weapon_{{{weapon}}}_spawn]]
{{entity|type=e0|weapon_{{{weapon}}}|series=Left 4 Dead}} Held {{#ifexist:fancy_name|{{{fancy_name}}}|{{{weapon}}}}}. For placing {{#ifexist:fancy_name|{{{fancy_name}}}|{{{weapon}}}}} spawns in a map use [[weapon_{{{weapon}}}_spawn]]


== Keyvalues ==
== Keyvalues ==

Revision as of 03:21, 13 August 2023

Stub

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Icon-NotInFGD.png
This entity is not in the FGD by default.
It should not be put directly in a map.
C++ Class hierarchy
[[{{{class}}} ]]

{{:Category:CD no superclass found in Template:CD/superclassfor {{{class}}} |:}}

Template:Entity Held {{{weapon}}}. For placing {{{weapon}}} spawns in a map use [[weapon_{{{weapon}}}_spawn]]

Keyvalues

Reserve ammo (Ammo) <integer>
Reserve ammo of the weapon.
Note.pngNote:Reserve ammo will be double of this value for some reason and cannot exceed the value of cvar {{{ammo_cvar}}}.
Skin (skin) <integer>
Selects a skin from the model's index, starting with 0.

Weapon Scipt

scripts/weapon_{{{weapon}}}.txt

{{WeaponL4D/{{{weapon}}}_script}}

See Also