Template:WeaponSpawn: Difference between revisions
		
		
		
		
		
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|  (Created page with "== Keyvalues == {{KV WeaponSpawn}}  == Flags == {{Fl WeaponSpawn}}  == Inputs == {{I WeaponSpawn}}  == Outputs == {{O WeaponSpawn}} <noinclude> Category:FGD Templates </noinc...") | m (just a little more before my unhealthy frenzy ends: WeaponSpawnOptionalScavenge added to this template as a parameter, and small documentation) | ||
| Line 1: | Line 1: | ||
| <noinclude> | |||
| __NOTOC__ | |||
| As weapon spawn entities in L4D1 and L4D2 has [[FGD]] differences, this template has a parameter to use.<br> | |||
| By doing this: | |||
| <pre>{{WeaponSpawn|optionalscavenge=1}}</pre> | |||
| The keys for<code>WeaponSpawnOptionalScavenge</code>are displayed. | |||
| </noinclude> | |||
| == Keyvalues == | == Keyvalues == | ||
| {{KV WeaponSpawn}} | {{KV WeaponSpawn}} | ||
| Line 4: | Line 11: | ||
| == Flags == | == Flags == | ||
| {{Fl WeaponSpawn}} | {{Fl WeaponSpawn}} | ||
| {{#if:{{{optionalscavenge|}}}|{{Fl WeaponSpawnOptionalScavenge}}}} | |||
| == Inputs == | == Inputs == | ||
Revision as of 03:19, 18 March 2021
As weapon spawn entities in L4D1 and L4D2 has FGD differences, this template has a parameter to use.
By doing this:
{{WeaponSpawn|optionalscavenge=1}}
The keys forWeaponSpawnOptionalScavengeare displayed.
Keyvalues
- 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 ) !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]
