Weapon scavenge item spawn: Difference between revisions

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{{Preserved entity|all}}
{{Preserved entity|all}}
{{CD|CWeaponScavengeItemSpawn}}
{{CD|CWeaponScavengeItemSpawn}}
{{This is a|model entity|name=weapon_scavenge_item_spawn|game=Left 4 Dead 2}} It is a spawn for a "scavenge item". It is a variant of the [[weapon_gascan_spawn]] that is specially designed for the scavenge game mode.
{{This is a|model entity|name=weapon_scavenge_item_spawn|game=Left 4 Dead 2}} It is a spawn for a "scavenge item". It is a variant of the {{ent|weapon_gascan_spawn}} that is specially designed for the scavenge game mode.


== Keyvalues ==
== Keyvalues ==
{{KV|Initial Glow State|choices|intn=glowstate}}
{{KV Targetname}}
:* 0 : OFF
{{KV WeaponSpawnSingle|l4d2only=1}}
:* 3 : ON
{{KV|Initial Glow State|intn=glowstate|choices|
{{KV WeaponSpawnSingle}}
:* 0: OFF
:* 3: ON (default)}}


== Flags ==
== Outputs ==
{{Fl WeaponSpawnSingle}}
{{O|OnItemPickedUp|activator = caller = NULL|caller=hide|Fired when this spawner's scavenge item is picked up by a player.}}


== Inputs ==
== Inputs ==
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{{I|TurnGlowsOff|All current and future spawned items should not glow.}}
{{I|TurnGlowsOff|All current and future spawned items should not glow.}}


== Outputs ==
== Flags ==
{{O|OnItemPickedUp|activator = caller = NULL|caller=hide|Fired when this spawner's scavenge item is picked up by a player.}}
{{Fl|1|Enable Physics}}
{{Fl|2|Must Exist}}
{{Fl|8|Infinite items (overrides count)}}

Revision as of 08:16, 7 November 2025

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Recycle-warning.png
This is a preserved entity.
If the game has round restart mechanics this entity may not behave as expected.
C++ Class hierarchy
CWeaponScavengeItemSpawn
CWeaponSpawn
CItem
CBaseAnimating
CBaseEntity

weapon_scavenge_item_spawn is a model entity available in Left 4 Dead 2 Left 4 Dead 2. It is a spawn for a "scavenge item". It is a variant of the weapon_gascan_spawn that is specially designed for the scavenge game mode.

Keyvalues

Name (targetname) <string>
The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g. parentname or target).
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.
Collisions (solid) <choices>
  • 0: Not Solid
  • 2: Use Bounding Box
  • 6: Use VPhysics (default)
Initial Glow State (glowstate) <choices>
  • 0: OFF
  • 3: ON (default)

Outputs

OnItemPickedUp
!activator = caller = NULL
Fired when this spawner's scavenge item is picked up by a player.

Inputs

SpawnItem
Spawn an instance of a scavenge mode item.
TurnGlowsOn
All current and future spawned items should glow.
TurnGlowsOff
All current and future spawned items should not glow.

Flags

Enable Physics : [1]
Must Exist : [2]
Infinite items (overrides count) : [8]