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))
Line 7: Line 7:
:* 6 : Use VPhysics
:* 6 : Use VPhysics
{{#if:{{{optionalscavenge|}}}|{{Fl WeaponSpawnOptionalScavenge}}}}
{{#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?''}}}}
{{minititle|Model}}
{{KV BaseAnimating|l4d2=1}}
{{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 Left 4 Dead 2) !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.