Template:KV WeaponSpawnSingle: Difference between revisions
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m (Model warning conditional field added, cause well, it doesn't apply to all ents) |
(Removed KV BaseAnimating; replaced it with just 'glowbackfacemult'. ('model' assumed that it only works for weapon_ammo_spawn, for now)) |
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Line 7: | Line 7: | ||
:* 6 : Use VPhysics | :* 6 : Use VPhysics | ||
{{#if:{{{optionalscavenge|}}}|{{Fl WeaponSpawnOptionalScavenge}}}} | {{#if:{{{optionalscavenge|}}}|{{Fl WeaponSpawnOptionalScavenge}}}} | ||
{{#if:{{{ | {{minititle|Model}} | ||
{{KV|Glow Backface Multiple|intn=glowbackfacemult|float|nofgd=1|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.|only={{l4d2}}}} | |||
{{#if:{{{custommodel|}}}|{{KV|World Model|intn=model|string|The [[model]] this entity should appear as. 128-character limit.}}}} | |||
{{KV BaseEntity|l4d2=1}} | {{KV BaseEntity|l4d2=1}} | ||
}}<noinclude> | }}<noinclude> | ||
[[Category:Keyvalue Templates|WeaponSpawnSingle]] | [[Category:Keyvalue Templates|WeaponSpawnSingle]] | ||
</noinclude> | </noinclude> |
Revision as of 03:22, 28 July 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
Model:
- 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.