Weapon first aid kit: Difference between revisions

From Valve Developer Community
Jump to navigation Jump to search
m (Classifying as model entity)
(De-stubbed)
Line 1: Line 1:
{{stub}}
{{ent not in fgd|nolink=1}}
{{CD|CFirstAidKit}}
{{CD|CFirstAidKit}}
{{this is a|model entity|name=weapon_first_aid_kit|series=Left 4 Dead}} Held first aid kit. To place first aid kit in a map use [[weapon_first_aid_kit_spawn]] or [[weapon_item_spawn]]
{{Ent not in fgd|nolink=1}}
{{This is a|model entity|name=weapon_first_aid_kit|series=Left 4 Dead}} It's the actual carriable item with physics.


== See also ==
In [[Hammer]] for [[Left 4 Dead 2]], this entity is intended to be used in scripted events where a single item needs to spawn with physics active. The standard way to place first aid in a map is to use {{ent|weapon_first_aid_kit_spawn}} or {{l4d2}}{{ent|weapon_item_spawn}}.
* [[weapon_first_aid_kit_spawn]]
 
* [[weapon_item_spawn]]
== Keyvalues {{only|{{l4d2}}}} ==
{{KV Targetname}}
{{KV WeaponSpawnSingle|l4d2only=1}}
 
== Flags {{only|{{l4d2}}}} ==
{{Fl WeaponSpawnSingle|l4d2only=1}}
 
== See Also ==
* {{ent|weapon_first_aid_kit_spawn}}
* {{l4d2}}{{ent|weapon_item_spawn}}

Revision as of 17:34, 16 November 2025

C++ Class hierarchy
CFirstAidKit
CBaseBackpackItem
CTerrorWeapon
CWeaponCSBase
CBaseCombatWeapon
CBaseAnimating
CBaseEntity
Icon-NotInFGD.png
This entity is not in the Left 4 Dead FGD by default.
It should not be put directly in a map.

weapon_first_aid_kit is a model entity available in Left 4 Dead seriesLeft 4 Dead series Left 4 Dead series. It's the actual carriable item with physics.

In Hammer for Left 4 Dead 2, this entity is intended to be used in scripted events where a single item needs to spawn with physics active. The standard way to place first aid in a map is to use weapon_first_aid_kit_spawn or Left 4 Dead 2weapon_item_spawn.

Keyvalues (only in Left 4 Dead 2)

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)

Flags (only in Left 4 Dead 2)

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

See Also