Weapon autoshotgun spawn: Difference between revisions
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{{WeaponSpawnL4D | {{WeaponSpawnL4D | ||
| weapon = autoshotgun | | weapon = autoshotgun | ||
| fancy_name = | | fancy_name = tactical shotgun | ||
| class = CWeaponautoshotgunSpawn | | class = CWeaponautoshotgunSpawn | ||
| isweapon = 1 | | isweapon = 1 | ||
| optionalscavenge = 1 | |||
| seealso_add = | | seealso_add = | ||
* {{l4d2}}{{ent|weapon_shotgun_spas_spawn}} | * {{l4d2}}{{ent|weapon_shotgun_spas_spawn}} | ||
* {{ent|weapon_pumpshotgun_spawn}} | * {{ent|weapon_pumpshotgun_spawn}} | ||
}} | }} | ||
Revision as of 05:52, 14 November 2025
| CWeaponautoshotgunSpawn |
weapon_autoshotgun_spawn is a model entity available in ![]()
Left 4 Dead series. It is a possible spawn point for tactical shotgun.
Keyvalues
- Name (targetname) <string>
- The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g.
parentnameortarget).
Also displayed in Hammer's 2D views and Entity Report. - See also: Generic Keyvalues, Inputs and Outputs available to all entities
- Weapon Skin (weaponskin) <integer> (only in
) - 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> (only in
) - Set a custom glow range for this spawner. 0 means use the default range.
- Collisions (solid) <choices>
-
- 0: Not Solid
- 2: Use Bounding Box
- 6: Use VPhysics (default)
- Count (count) <integer>
- Max number of weapons given before disappearing.
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.
Flags
- Enable Physics : [1]
- Must Exist : [2]