Weapon item spawn: Difference between revisions
m (Information about input and outputs is quite pointless for this entity) |
(Added some tips on how to make this entity more user friendly for the mapper) |
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{{l4d2 point|weapon_item_spawn}} It is a spawn point for any available item, except [[upgrade_spawn|weapon upgrades]]. Spawned item is automatically placed on the ground below. | {{l4d2 point|weapon_item_spawn}} It is a spawn point for any available item, except [[upgrade_spawn|weapon upgrades]]. Spawned item is automatically placed on the ground below. | ||
== Editing the [[FGD]] (Optional) == | |||
===Helper Model=== | |||
Unfortunately, this entity lacks any sort of helper model to make it easier to position the item realistically, so here is a quick guide on how to add the option for a helper | |||
model: | |||
*Open Left 4 Dead 2\bin\left4dead2.fgd | |||
*Using the find option, search for: <pre>@PointClass base(Targetname,Angles) = weapon_item_spawn</pre> | |||
*Replace that with: '''<pre>@PointClass base(Targetname,Angles,Studiomodel)studioprop() = weapon_item_spawn</pre>''' | |||
Then, if you have Hammer already open while making these changes, save whatever you were doing, close Hammer, and once you launch it you will see this option | |||
===Default Values=== | |||
Some Keyvalues are automatically set to 1 on this entity, which can be tedious to set back to 0 if you don't want that item. | |||
To change this, go to the same FGD as above, but this time, look for this line: <pre> | |||
item1(integer) : "Ammo pile" : 1 | |||
item2(integer) : "First aid kit" : 0 | |||
item3(integer) : "Molotov Cocktail" : 1 | |||
item4(integer) : "Pain Pills" : 1 | |||
item5(integer) : "Pipe Bomb" : 1 | |||
item6(integer) : "Oxygen Tank" : 0 | |||
item7(integer) : "Propane Tank" : 0 | |||
item8(integer) : "Gasoline Can" : 0 | |||
//item9(integer) : "" : 0 | |||
//item10(integer) : "" : 0 | |||
item11(integer) : "Adrenaline" : 1 | |||
item12(integer) : "Defibrillator" : 0 | |||
item13(integer) : "Boomer Bile" : 0 | |||
//item14(integer) : "" : 0 | |||
//item15(integer) : "" : 0 | |||
item16(integer) : "Chainsaw" : 0 | |||
item17(integer) : "Grenade Launcher" : 0 | |||
item18(integer) : "M60 Machinegun" : 0</pre> | |||
All of those numbers at the end dictate the default value. Change those lines to this to set them all to 0: <pre> | |||
item1(integer) : "Ammo pile" : 0 | |||
item2(integer) : "First aid kit" : 0 | |||
item3(integer) : "Molotov Cocktail" : 0 | |||
item4(integer) : "Pain Pills" : 0 | |||
item5(integer) : "Pipe Bomb" : 0 | |||
item6(integer) : "Oxygen Tank" : 0 | |||
item7(integer) : "Propane Tank" : 0 | |||
item8(integer) : "Gasoline Can" : 0 | |||
//item9(integer) : "" : 0 | |||
//item10(integer) : "" : 0 | |||
item11(integer) : "Adrenaline" : 0 | |||
item12(integer) : "Defibrillator" : 0 | |||
item13(integer) : "Boomer Bile" : 0 | |||
//item14(integer) : "" : 0 | |||
//item15(integer) : "" : 0 | |||
item16(integer) : "Chainsaw" : 0 | |||
item17(integer) : "Grenade Launcher" : 0 | |||
item18(integer) : "M60 Machinegun" : 0</pre> | |||
== Keyvalues == | == Keyvalues == |
Revision as of 10:10, 6 July 2023
Template:L4d2 point It is a spawn point for any available item, except weapon upgrades. Spawned item is automatically placed on the ground below.
Editing the FGD (Optional)
Helper Model
Unfortunately, this entity lacks any sort of helper model to make it easier to position the item realistically, so here is a quick guide on how to add the option for a helper model:
- Open Left 4 Dead 2\bin\left4dead2.fgd
- Using the find option, search for:
@PointClass base(Targetname,Angles) = weapon_item_spawn
- Replace that with:
@PointClass base(Targetname,Angles,Studiomodel)studioprop() = weapon_item_spawn
Then, if you have Hammer already open while making these changes, save whatever you were doing, close Hammer, and once you launch it you will see this option
Default Values
Some Keyvalues are automatically set to 1 on this entity, which can be tedious to set back to 0 if you don't want that item.
To change this, go to the same FGD as above, but this time, look for this line:
item1(integer) : "Ammo pile" : 1 item2(integer) : "First aid kit" : 0 item3(integer) : "Molotov Cocktail" : 1 item4(integer) : "Pain Pills" : 1 item5(integer) : "Pipe Bomb" : 1 item6(integer) : "Oxygen Tank" : 0 item7(integer) : "Propane Tank" : 0 item8(integer) : "Gasoline Can" : 0 //item9(integer) : "" : 0 //item10(integer) : "" : 0 item11(integer) : "Adrenaline" : 1 item12(integer) : "Defibrillator" : 0 item13(integer) : "Boomer Bile" : 0 //item14(integer) : "" : 0 //item15(integer) : "" : 0 item16(integer) : "Chainsaw" : 0 item17(integer) : "Grenade Launcher" : 0 item18(integer) : "M60 Machinegun" : 0
All of those numbers at the end dictate the default value. Change those lines to this to set them all to 0:
item1(integer) : "Ammo pile" : 0 item2(integer) : "First aid kit" : 0 item3(integer) : "Molotov Cocktail" : 0 item4(integer) : "Pain Pills" : 0 item5(integer) : "Pipe Bomb" : 0 item6(integer) : "Oxygen Tank" : 0 item7(integer) : "Propane Tank" : 0 item8(integer) : "Gasoline Can" : 0 //item9(integer) : "" : 0 //item10(integer) : "" : 0 item11(integer) : "Adrenaline" : 0 item12(integer) : "Defibrillator" : 0 item13(integer) : "Boomer Bile" : 0 //item14(integer) : "" : 0 //item15(integer) : "" : 0 item16(integer) : "Chainsaw" : 0 item17(integer) : "Grenade Launcher" : 0 item18(integer) : "M60 Machinegun" : 0
Keyvalues
- Ammo pile (item1) <boolean>
- First aid kit (item2) <boolean>
- Molotov Cocktail (item3) <boolean>
- Pain Pills (item4) <boolean>
- Pipe Bomb (item5) <boolean>
- Oxygen Tank (item6) <boolean>
- Propane Tank (item7) <boolean>
- Gasoline Can (item8) <boolean>
- Adrenaline (item11) <boolean>
- Defibrillator (item12) <boolean>
- Boomer Bile (item13) <boolean>
- Chainsaw (item16) <boolean>
- Grenade Launcher (item17) <boolean>
- M60 Machinegun (item18) <boolean>
- If set to 1, the director considers to spawn this, or any other item with the boolean set to 1
- Melee Weapon (melee_weapon) <string>
- If empty, the director won't consider to spawn a melee in this place. If you want the director to consider spawning one, use one or multiple names listed below, like in the
weapon_melee_spawn
entity
golfclub
fireaxe
frying_pan
machete
baseball_bat
crowbar
cricket_bat
tonfa
katana
electric_guitar
shovel
pitchfork
Any
– director will place any available melee weapon
You may also list multiple specific melee weapons separated by a comma, and the director will select from among that subset of weapons:
crowbar,fireaxe,machete
- Name (targetname) <string>[ Edit ]
- The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g.
parentname
ortarget
).
Also displayed in Hammer's 2D views and Entity Report.See also: Generic Keyvalues, Inputs and Outputs available to all entities
- Pitch Yaw Roll (Y Z X) (angles) <QAngle>
- This entity's orientation in the world. Pitch is rotation around the Y axis, yaw is the rotation around the Z axis, roll is the rotation around the X axis.
Flags
- 1 : Enable Physics on spawned item
- 2 : Spawned Item Must Exist
- 8 : Infinite Items