Template:WeaponSpawnL4D/en: Difference between revisions
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{{Fl|2|Must Exist}} | {{Fl|2|Must Exist}} | ||
{{Fl|8|Infinite items (overrides count)|only={{#if: {{{l4d2only|}}}||{{l4d2}}}}}} | {{Fl|8|Infinite items (overrides count)|only={{#if: {{{l4d2only|}}}||{{l4d2}}}}}} | ||
{{#if: {{{optionalscavenge|}}}| | |||
{{Fl|65536|Add to director scavenge list|only={{l4d}}}} | |||
:{{todo|What does this flag mean?}}|}} | |||
{{#if: {{{l4d2only|}}}|| | {{#if: {{{l4d2only|}}}|| | ||
{{Fl|131072|Don't cluster with similar items|only={{l4d}}}}}} | {{Fl|131072|Don't cluster with similar items|only={{l4d}}}}}} | ||
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[[Category:Weapons]] | [[Category:Weapons]] | ||
[[Category:Left 4 Dead 2 Weapons]] | [[Category:Left 4 Dead 2 Weapons]] | ||
{{#if: {{{l4d2only|}}}||[[Category:Left 4 Dead Weapons]]}} | |||
</includeonly> | </includeonly> |
Revision as of 07:07, 18 May 2024
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[[{{{class}}} ]]
{{:Category:CD no superclass found in Template:CD/superclassfor {{{class}}} |:}} |
weapon_{{{weapon}}}_spawn
is a point entity available in Left 4 Dead series. It is possible spawn point for {{{weapon}}}.
Flags
- Enable Physics : [1]
- Must Exist : [2]
Keyvalues
- Name (targetname) <string>[ Edit ]
- The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g.
parentname
ortarget
).
Also displayed in Hammer's 2D views and Entity Report.See also: Generic Keyvalues, Inputs and Outputs available to all entities
- 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.
- Collisions (solid) <choices>
- Collision type.
- 0 : Not Solid
- 2 : Use Bounding Box
- 6 : Use VPhysics
- 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
) !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.
Outputs
- OnItemSpawn (only in
)
- Fired if this object is spawned on the map. If the weapon is removed during the weapon spawn pass, this will not fire.
See Also
- weapon_item_spawn
- info_map_parameters
- info_map_parameters_versus
- [[Weapon_{{{weapon}}}|weapon_{{{weapon}}}]]