Template:WeaponSpawnL4D/en: Difference between revisions

From Valve Developer Community
Jump to navigation Jump to search
(Added custom_image and isammo parameters)
(Fix)
Line 5: Line 5:
| nocat = {{#if:{{NAMESPACE}}|1|0}}
| nocat = {{#if:{{NAMESPACE}}|1|0}}
}} It is a possible spawn point for {{{fancy_name}}}. {{{description_add}}}
}} It is a possible spawn point for {{{fancy_name}}}. {{{description_add}}}
__NOTOC__
__NOTOC__ __NOEDITSECTION__
== Keyvalues ==  
== Keyvalues ==  
{{KV Targetname}}<!--
{{KV Targetname}}<!--

Revision as of 19:25, 13 November 2025

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
World Model (model) <model path>
In-game 3D representation of the entity to display. This is the path to a MDL relative to the game's root directory. (128 character limit)
If no model is specified, it defaults to models/props/terror/ammo_stack.mdl.
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

Add To Director Scavenge List : [65536] (only in Left 4 Dead)
Todo: What does this flag mean?

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

See Also

{{{seealso_add}}}