Template:WeaponSpawnL4D/en: Difference between revisions
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(Added parameter for WeaponSpawnSingle. It's also much more natural to follow Hammer's order of Keyvalues (Class Info), Outputs, Inputs, Flags.) |
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{{KV|Weapon Skin|integer|intn=weaponskin|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.}} | {{KV|Weapon Skin|integer|intn=weaponskin|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.}} | ||
{{KV|Glow Range|float|intn=glowrange|Set a custom glow range for this spawner. 0 means use the default range.}} | {{KV|Glow Range|float|intn=glowrange|Set a custom glow range for this spawner. 0 means use the default range.}} | ||
{{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={{#if: {{{l4d2only|}}}||{{l4d2}}}}}} | {{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={{#if: {{{l4d2only|}}}||{{l4d2}}}}}}<!-- | ||
{{#if: {{{single|}}}|| | -->{{#if: {{{single|}}}|| | ||
{{KV|Count|integer|intn=count|Max number of weapons given before disappearing.}} | {{KV|Count|integer|intn=count|Max number of weapons given before disappearing.}} | ||
}} | }} | ||
<!-- | |||
{{#if: {{{l4d2only|}}}|| | -->{{#if: {{{l4d2only|}}}|| | ||
== Outputs == | == Outputs == | ||
{{O|OnItemSpawn|Fired if this object is spawned on the map. If the weapon is removed during the weapon spawn pass, this will not fire.|only={{l4d}}}} | {{O|OnItemSpawn|Fired if this object is spawned on the map. If the weapon is removed during the weapon spawn pass, this will not fire.|only={{l4d}}}} | ||
| Line 23: | Line 23: | ||
== Flags == | == Flags == | ||
{{Fl|1|Enable Physics}} | {{Fl|1|Enable Physics}} | ||
{{Fl|2|Must Exist}} | {{Fl|2|Must Exist}}<!-- | ||
{{#if: {{{single|}}}|| | -->{{#if: {{{single|}}}|| | ||
{{Fl|4|Absorb any dropped weapon type|only={{#if: {{{l4d2only|}}}||{{l4d2}}}}}} | {{Fl|4|Absorb any dropped weapon type|only={{#if: {{{l4d2only|}}}||{{l4d2}}}}}} | ||
}} | }} | ||
{{Fl|8|Infinite items (overrides count)|only={{#if: {{{l4d2only|}}}||{{l4d2}}}}}} | {{Fl|8|Infinite items (overrides count)|only={{#if: {{{l4d2only|}}}||{{l4d2}}}}}}<!-- | ||
{{#if: {{{optionalscavenge|}}}| | -->{{#if: {{{optionalscavenge|}}}| | ||
{{Fl|65536|Add to director scavenge list|only={{l4d}}}} | {{Fl|65536|Add to director scavenge list|only={{l4d}}}} | ||
:{{Todo|What does this flag mean?}} | :{{Todo|What does this flag mean?}} | ||
|}} | |}}<!-- | ||
{{#if: {{{l4d2only|}}}||{{#if: {{{single|}}}|| | -->{{#if: {{{l4d2only|}}}||{{#if: {{{single|}}}|| | ||
{{Fl|131072|Don't cluster with similar items|only={{l4d}}}} | {{Fl|131072|Don't cluster with similar items|only={{l4d}}}} | ||
}}}} | }}}} | ||
Revision as of 11:41, 1 November 2025
[[File:|right|thumb|300px|{{ File: }}]]
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weapon_{{{weapon}}}_spawn is a model entity available in ![]()
Left 4 Dead series. It is a possible spawn point for {{{weapon}}}.
Keyvalues
- Name (targetname) <string>[ Edit ]
- The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g.
parentnameortarget).
Also displayed in Hammer's 2D views and Entity Report. - See also: Generic Keyvalues, Inputs and Outputs available to all entities
- 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
) !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.
- Count (count) <integer>
- Max number of weapons given before disappearing.
Outputs
- OnItemSpawn (only in
) - Fired if this object is spawned on the map. If the weapon is removed during the weapon spawn pass, this will not fire.
Flags
- Enable Physics : [1]
- Infinite items (overrides count) : [8] (only in
) - Don't cluster with similar items : [131072] (only in
)
See Also
- weapon_item_spawn
- info_map_parameters
- info_map_parameters_versus
- [[Weapon_{{{weapon}}}|weapon_{{{weapon}}}]]