Weapon grenade launcher: Difference between revisions
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Important:This entity is not affected by
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{{CD|CGrenadeLauncher}} | {{CD|CGrenadeLauncher}} | ||
{{ | {{This is a|model entity|name=weapon_grenade_launcher|game=Left 4 Dead 2}} It's the actual carriable weapon with physics. | ||
== See | In [[Hammer]], this entity is intended to be used in scripted events where a single item needs to spawn with physics active. The standard way to place grenade launcher in a map is to use {{ent|weapon_grenade_launcher_spawn}} or {{ent|weapon_item_spawn}}. | ||
* | {{Important|This entity is not affected by <code>[[Left 4 Dead 2/Scripting/Director Scripts/AllowWeaponSpawn|AllowWeaponSpawn]]</code> and <code>[[Left 4 Dead 2/Scripting/Director Scripts/ConvertWeaponSpawn|ConvertWeaponSpawn]]</code>, thus using it may impact some mutations' expected behavior. For example, this entity won't be removed in [[L4D1 Co-op]].}} | ||
* | |||
== Keyvalues == | |||
{{KV Targetname}} | |||
{{KV WeaponSpawnSingle|l4d2only=1}} | |||
== Flags == | |||
{{Fl WeaponSpawnSingle|l4d2only=1}} | |||
== See Also == | |||
* {{ent|weapon_grenade_launcher_spawn}} | |||
* {{ent|weapon_item_spawn}} | |||
Revision as of 07:14, 17 November 2025
| CGrenadeLauncher |
weapon_grenade_launcher is a model entity available in
Left 4 Dead 2. It's the actual carriable weapon with physics.
In Hammer, this entity is intended to be used in scripted events where a single item needs to spawn with physics active. The standard way to place grenade launcher in a map is to use weapon_grenade_launcher_spawn or weapon_item_spawn.
AllowWeaponSpawn and ConvertWeaponSpawn, thus using it may impact some mutations' expected behavior. For example, this entity won't be removed in L4D1 Co-op.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>
- 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>
-
- 0: Not Solid
- 2: Use Bounding Box
- 6: Use VPhysics (default)
Flags
- Enable Physics : [1]
- Must Exist : [2]
- Infinite items (overrides count) : [8]