Template:KV WeaponSpawnSingle: Difference between revisions

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m (hm)
m (Model warning conditional field added, cause well, it doesn't apply to all ents)
Line 6: Line 6:
:* 2 : Use Bounding Box
:* 2 : Use Bounding Box
:* 6 : Use VPhysics
:* 6 : Use VPhysics
{{todo|The model set doesn't update in Hammer, requiring a workaround. But this entity does inherit {{ent|CBaseAnimating}}. ''Can we edit its CBaseAnimating keys in Hammer without any issues?''}}
{{#if:{{{optionalscavenge|}}}|{{Fl WeaponSpawnOptionalScavenge}}}}
{{#if:{{{modelwarning|}}}|{{todo|The model set doesn't update in Hammer, requiring a workaround. But this entity does inherit {{ent|CBaseAnimating}}. ''Can we edit its CBaseAnimating keys in Hammer without any issues?''}}}}
{{KV BaseAnimating|l4d2=1}}
{{KV BaseAnimating|l4d2=1}}
{{KV BaseEntity|l4d2=1}}
{{KV BaseEntity|l4d2=1}}

Revision as of 11:09, 22 March 2021

WeaponSpawnSingle:
Weapon Skin (weapon_skin) <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>
Collision box type.
  • 0 : Not Solid
  • 2 : Use Bounding Box
  • 6 : Use VPhysics


Note.pngNote:Content moved to Rendering and studio model related KIO/Keyvalues for continuation of page history