Weapon melee spawn: Difference between revisions
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== Keyvalues == | == Keyvalues == | ||
{{KV|Melee Weapon|string|Options: 'Any' or a comma-delimited string of melee weapon script names. Leave blank for none.}} | {{KV|Melee Weapon|string|Options: 'Any' or a comma-delimited string of melee weapon script names. Leave blank for none.}} | ||
The names of the spawnable melee weapons have to be included in the text field. Names are: | |||
* <code>golfclub</code> | |||
* <code>fireaxe</code> | |||
* <code>frying_pan</code> | |||
* <code>machete</code> | |||
* <code>baseball_bat</code> | |||
* <code>crowbar</code> | |||
* <code>cricket_bat</code> | |||
* <code>tonfa</code> | |||
* <code>katana</code> | |||
* <code>electric_guitar</code> | |||
* <code>Any</code> – director will place any available melee weapon | |||
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 | |||
{{KV WeaponSpawn}} | {{KV WeaponSpawn}} | ||
Revision as of 08:13, 2 April 2014
Template:L4d2 point Is is a spawn point for any melee weapon.
Keyvalues
- Melee Weapon ([todo internal name (i)]) <string>
- Options: 'Any' or a comma-delimited string of melee weapon script names. Leave blank for none.
The names of the spawnable melee weapons have to be included in the text field. Names are:
golfclub
fireaxe
frying_pan
machete
baseball_bat
crowbar
cricket_bat
tonfa
katana
electric_guitar
Any
– director will place any available melee weapon
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
- 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.
- 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.
Flags
- Enable Physics : [1]
- Must Exist : [2]