Weapon ammo spawn: Difference between revisions
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Bug:This entity's FGD entry includes the
Fix:Change the entity's FGD entry to inherit from (tested in: l4d2)
Warning:Do NOT use the Infinite items (overrides count) flag. Not only it doesn't make sense, but it also breaks the manipulation of this entity by
m (Fixed link colors) |
(Reverted to custom page format because weapon_ammo doesn't exist and shouldn't be linked in See also) |
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[[File:ammunition pile l4d2.png|thumb|An ammunition pile.]] | [[File:ammunition pile l4d2.png|thumb|An ammunition pile.]] | ||
{{ | {{CD|CWeaponAmmoSpawn}} | ||
{{This is a|model entity|name=weapon_ammo_spawn|series=Left 4 Dead}} It is a possible spawn point for ammo stash. It replenishes ammo for all weapons except the [[weapon_grenade_launcher|Grenade Launcher]] and [[weapon_rifle_m60|M60]]. | |||
| | __NOTOC__ | ||
== Keyvalues == | |||
| | {{KV Targetname}} | ||
| | {{KV Model|default model=models/props/terror/ammo_stack.mdl}} | ||
| | {{KV WeaponSpawn}} | ||
It replenishes ammo for all weapons except the [[weapon_grenade_launcher|Grenade Launcher]] and [[weapon_rifle_m60|M60]]. | |||
| | |||
{{Bug|This entity's FGD entry includes the <code>count</code> keyvalue which is ignored. | {{Bug|This entity's FGD entry includes the <code>count</code> keyvalue which is ignored. | ||
{{Fix|Change the entity's FGD entry to inherit from <code>WeaponSpawnSingle</code> instead of <code>WeaponSpawn</code>.}}|tested=l4d2|only=l4ds}} | {{Fix|Change the entity's FGD entry to inherit from <code>WeaponSpawnSingle</code> instead of <code>WeaponSpawn</code>.}}|tested=l4d2|only=l4ds}} | ||
| | |||
== Outputs == | |||
{{O|OnItemSpawn|Fired if this object is spawned on the map. If the weapon is removed during the weapon spawn pass, this will not fire.|only={{l4d}}}} | |||
== Flags == | |||
{{Fl WeaponSpawn}} | |||
{{Warning|Do NOT use the '''Infinite items (overrides count)''' flag. Not only it doesn't make sense, but it also breaks the manipulation of this entity by <code>[[Left 4 Dead 2/Scripting/Director Scripts/AllowWeaponSpawn|AllowWeaponSpawn]]</code> and <code>[[Left 4 Dead 2/Scripting/Director Scripts/ConvertWeaponSpawn|ConvertWeaponSpawn]]</code>. For example, it breaks the ammo to laser conversion in [[Tank Run]].}} | {{Warning|Do NOT use the '''Infinite items (overrides count)''' flag. Not only it doesn't make sense, but it also breaks the manipulation of this entity by <code>[[Left 4 Dead 2/Scripting/Director Scripts/AllowWeaponSpawn|AllowWeaponSpawn]]</code> and <code>[[Left 4 Dead 2/Scripting/Director Scripts/ConvertWeaponSpawn|ConvertWeaponSpawn]]</code>. For example, it breaks the ammo to laser conversion in [[Tank Run]].}} | ||
| | |||
== Gallery == | |||
<gallery mode="packed"> | |||
{{WeaponL4D/image/switch|alt=0}} {{!}} ammo_stack.mdl | |||
{{WeaponL4D/image/switch|alt=1}} {{!}} coffeeammo.mdl | |||
</gallery> | |||
{{Todo}} | |||
== See also == | |||
* {{l4d2}}{{ent|upgrade_ammo_explosive}} | * {{l4d2}}{{ent|upgrade_ammo_explosive}} | ||
* {{l4d2}}{{ent|upgrade_ammo_incendiary}} | * {{l4d2}}{{ent|upgrade_ammo_incendiary}} | ||
}} | * {{l4d2}}{{ent|weapon_item_spawn}} | ||
* {{ent|info_map_parameters/Left 4 Dead series|alt=info_map_parameters}} | |||
* {{ent|info_map_parameters_versus}} | |||
Revision as of 05:58, 23 November 2025
| CWeaponAmmoSpawn |
weapon_ammo_spawn is a model entity available in ![]()
Left 4 Dead series. It is a possible spawn point for ammo stash. It replenishes ammo for all weapons except the Grenade Launcher and M60.
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
- World Model (model) <model path>
- In-game 3D representation of the entity to display. This is the path to a MDL relative to the game's root directory. (128 character limit)
If no model is specified, it defaults tomodels/props/terror/ammo_stack.mdl.
- 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.
count keyvalue which is ignored.
WeaponSpawnSingle instead of WeaponSpawn.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]
AllowWeaponSpawn and ConvertWeaponSpawn. For example, it breaks the ammo to laser conversion in Tank Run.Gallery
[Todo]