Template:WeaponSpawnL4D/en: Difference between revisions

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(Optimized parameters (all but class/x will be defined by now) and deduplicated KVs)
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__NOEDITSECTION__
__NOEDITSECTION__
{{WeaponSpawnL4D/image|melee={{#if: {{{ismelee|}}}|{{#expr: {{CURRENTHOUR}} mod 13}}}}|size={{#if: {{{ismelee|}}}|200px}}}}
{{WeaponSpawnL4D/image|melee={{#if: {{{ismelee}}}|{{#expr: {{CURRENTHOUR}} mod 13}}}}|size={{#if: {{{ismelee}}}|200px}}}}
{{CD|{{{class|???}}}|{{#if:{{{class|}}}|x|base}}=CWeaponSpawn}}
{{CD|{{{class|???}}}|{{#if:{{{class|}}}|x|base}}=CWeaponSpawn}}
{{this is a|model entity|name=weapon_{{{weapon}}}_spawn
{{This is a|model entity|name=weapon_{{{weapon}}}_spawn
| {{#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 a possible spawn point for {{{fancy_name|{{{weapon}}}}}}. {{{description_add|}}}
}} It is a possible spawn point for {{{fancy_name}}}. {{{description_add}}}
__NOTOC__
__NOTOC__
== Keyvalues ==  
== Keyvalues ==  
{{KV Targetname}}
{{KV Targetname}}
{{KV|Weapon Skin|intn=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.|only={{#if: {{{l4d2only|}}}||{{l4d2}}}}}}
{{KV WeaponSpawn{{#if: {{{single}}}|Single}}|l4d2only={{{l4d2only}}}}}<!--
{{KV|Glow Range|intn=glowrange|float|Set a custom glow range for this spawner. 0 means use the default range.|only={{#if: {{{l4d2only|}}}||{{l4d2}}}}}}
-->{{#if:{{{keyvalues_add}}}|<nowiki/><!-- preserve extra newline to compensate the stripping of the initial one from {{KV}} of {{{keyvalues_add}}} -->
{{KV|Collisions|intn=solid|choices|
:* 0: Not Solid
:* 2: Use Bounding Box
:* 6: Use [[VPhysics]] (default)}}<!--
-->{{#if: {{{single|}}}||<nowiki/><!-- to preserve this newline -->
{{KV|Count|intn=count|integer|Max number of weapons given before disappearing.}}
}}<!--
-->{{#if:{{{keyvalues_add|}}}|<nowiki/><!-- extra newline to compensate the stripping of the initial one of {{KV}} from {{{keyvalues_add}}} -->


{{{keyvalues_add}}}}}<!--
{{{keyvalues_add}}}}}<!--
-->{{#if: {{{l4d2only|}}}||<nowiki/>
-->{{#if: {{{l4d2only}}}||<nowiki/>


== Outputs ==
== Outputs ==
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{{Fl|1|Enable Physics}}
{{Fl|1|Enable Physics}}
{{Fl|2|Must Exist}}<!--
{{Fl|2|Must Exist}}<!--
-->{{#if: {{{single|}}}||<nowiki/>
-->{{#if: {{{single}}}||<nowiki/>
{{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|}}}|<nowiki/>
-->{{#if: {{{optionalscavenge}}}|<nowiki/>
{{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|}}}||<nowiki/>
-->{{#if: {{{l4d2only}}}||{{#if: {{{single}}}||<nowiki/>
{{Fl|131072|Don't Cluster With Similar Items|only={{l4d}}}}
{{Fl|131072|Don't Cluster With Similar Items|only={{l4d}}}}
}}}}
}}}}


== See Also ==
== See Also ==
{{{seealso_add|}}}
{{{seealso_add}}}
* {{#if: {{{isweapon|}}}|{{ent|weapon_spawn}}|{{ent|weapon_item_spawn}}}}
* {{#if: {{{isweapon}}}|{{ent|weapon_spawn}}|{{ent|weapon_item_spawn}}}}
* {{ent|info_map_parameters/Left 4 Dead series|alt=info_map_parameters}}
* {{ent|info_map_parameters/Left 4 Dead series|alt=info_map_parameters}}
* {{ent|info_map_parameters_versus}}
* {{ent|info_map_parameters_versus}}
* {{ent|weapon_{{{weapon}}}}}
* {{ent|weapon_{{{weapon}}}}}

Revision as of 10:46, 7 November 2025


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[[File:|thumb|300x450px|{{ File: }}]]

C++ Class hierarchy
???
CWeaponSpawn
CItem
CBaseAnimating
CBaseEntity

weapon_{{{weapon}}}_spawn is a model entity available in Left 4 Dead 2 Left 4 Dead 2. It is a possible spawn point for {{{fancy_name}}}. {{{description_add}}}

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)

{{{keyvalues_add}}}

Flags

Enable Physics : [1]
Must Exist : [2]
Infinite items (overrides count) : [8]
Add To Director Scavenge List : [65536] (only in Left 4 Dead)
Todo: What does this flag mean?

See Also

{{{seealso_add}}}