Weapon melee spawn: Difference between revisions
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:You may also list multiple specific melee weapons separated by a comma, and the director will select from among that subset of weapons: {{code|crowbar,fireaxe,machete}}.}} | :You may also list multiple specific melee weapons separated by a comma, and the director will select from among that subset of weapons: {{code|crowbar,fireaxe,machete}}.}} | ||
:{{Tip|You may even have additional custom melee weapons by creating a working weapon model and then creating a melee weapon script in "scripts/melee". Copy an existing one as a base and modify it to make it easier for you.<br>The name of that script, without extension, is the name to use in the mission file (to allow it at all) and the weapon_melee_spawn entity.}} | :{{Tip|You may even have additional custom melee weapons by creating a working weapon model and then creating a melee weapon script in "scripts/melee". Copy an existing one as a base and modify it to make it easier for you.<br>The name of that script, without extension, is the name to use in the mission file (to allow it at all) and the weapon_melee_spawn entity.}} | ||
| gallery = | |||
weapons-melee-w_bat.jpg | weapons-melee-w_bat.jpg | ||
weapons-melee-w_cricket_bat.jpg | weapons-melee-w_cricket_bat.jpg | ||
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weapons-melee-w_shovel.jpg | weapons-melee-w_shovel.jpg | ||
weapons-melee-w_tonfa.jpg | weapons-melee-w_tonfa.jpg | ||
| seealso_add = | | seealso_add = | ||
* {{ent|weapon_pistol_spawn}} | * {{ent|weapon_pistol_spawn}} | ||
* {{ent|weapon_pistol_magnum_spawn}} | * {{ent|weapon_pistol_magnum_spawn}} | ||
}} | }} | ||
Revision as of 10:09, 17 November 2025
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| CWeaponMeleeSpawn |
weapon_melee_spawn is a model entity available in
Left 4 Dead 2. It is a possible spawn point for any melee weapon.
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)
- Count (count) <integer>
- Max number of weapons given before disappearing.
- Melee Weapon (melee_weapon) <string>
- The names of the spawnable melee weapons have to be included in the text field. Names are:
Any– director will place any melee weapon listed in the mission file's "meleeweapons" string.
baseball_batcricket_batcrowbarelectric_guitarfireaxefrying_pangolfclubkatanaknifemachetepitchforkshoveltonfa
- You may also list multiple specific melee weapons separated by a comma, and the director will select from among that subset of weapons:
crowbar,fireaxe,machete.
Tip:You may even have additional custom melee weapons by creating a working weapon model and then creating a melee weapon script in "scripts/melee". Copy an existing one as a base and modify it to make it easier for you.
The name of that script, without extension, is the name to use in the mission file (to allow it at all) and the weapon_melee_spawn entity.
Flags
- Absorb any dropped weapon type : [4]
- Enable Physics : [1]
- Must Exist : [2]
- Infinite items (overrides count) : [8]