Template:WeaponSpawnL4D: Difference between revisions
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| weapon = {{{weapon}}} | | weapon = {{{weapon}}} | ||
| fancy_name = {{{fancy_name|{{{weapon}}}}}} | | fancy_name = {{{fancy_name|{{{weapon}}}}}} | ||
| custom_image = {{{custom_image|}}} | |||
| {{#if:{{{class|}}}|class|x}} = {{{class|???}}} | | {{#if:{{{class|}}}|class|x}} = {{{class|???}}} | ||
| isweapon = {{{isweapon|}}} | | isweapon = {{{isweapon|}}} | ||
| | | isammo = {{{isammo|}}} | ||
| l4d2only = {{{l4d2only|}}} | | l4d2only = {{{l4d2only|}}} | ||
| single = {{{single|}}} | | single = {{{single|}}} | ||
Revision as of 19:10, 13 November 2025
Preview 
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[[File:|thumb|300x450px|{{ 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>
- 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> (only in
) - 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> (only in
) - 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)
- 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]
- Must Exist : [2]
{{{flags_add}}}
Gallery
See also
upgrade_spawn- info_map_parameters
- info_map_parameters_versus
- [[Weapon_{{{weapon}}}|weapon_{{{weapon}}}]]