Template:WeaponSpawnL4D/en: Difference between revisions

From Valve Developer Community
Jump to navigation Jump to search
No edit summary
No edit summary
Line 1: Line 1:
__NOEDITSECTION__
__NOEDITSECTION__
{{CD|{{{class}}}}}
{{CD|{{{class|???}}}}}
{{this is a
{{this is a
| point entity
| point entity
Line 6: Line 6:
| {{#if: {{{l4d2only|}}}|game|series}}={{#if: {{{l4d2only|}}}|Left 4 Dead 2|Left 4 Dead}}
| {{#if: {{{l4d2only|}}}|game|series}}={{#if: {{{l4d2only|}}}|Left 4 Dead 2|Left 4 Dead}}
| nocat = {{#if:{{NAMESPACE}}|1|0}}
| nocat = {{#if:{{NAMESPACE}}|1|0}}
}} It is possible spawn point for {{#if:{{{fancy_name|}}}|{{{fancy_name}}}|{{{weapon}}}}}. {{#if: {{{description_add|}}}|{{{description_add}}}|}}
}} It is possible spawn point for {{{fancy_name|{{{weapon}}}}}}. {{{description_add|}}}
__NOTOC__
__NOTOC__
== Flags ==
== Flags ==

Revision as of 09:41, 21 July 2024

C++ Class hierarchy
???
CBaseEntity

weapon_{{{weapon}}}_spawn is a point entity available in Left 4 Dead seriesLeft 4 Dead series Left 4 Dead series. It is possible spawn point for {{{weapon}}}.

Flags

Enable Physics : [1]
Must Exist : [2]
Infinite items (overrides count) : [8] (only in Left 4 Dead 2)

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 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.

Outputs

OnItemSpawn  (only in Left 4 Dead)
Fired if this object is spawned on the map. If the weapon is removed during the weapon spawn pass, this will not fire.

See Also