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) |
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<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}} | ||
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== 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 forWeaponSpawnOptionalScavenge
are 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
- 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]