Weapon gascan spawn: Difference between revisions

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(Major optimization and improvements)
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{{CD|CWeapongascanSpawn|base=CWeaponSpawn}}
{{WeaponSpawnL4D
{{this is a|model entity|name=weapon_gascan_spawn|game=Left 4 Dead 2}} It is a possible spawn point for a gas can. Unlike {{ent|weapon_gascan}}, this entity is not damageable. It also doesn't absorb dropped gas cans.
| weapon = gascan
 
| fancy_name = gas can
{{Bug|hidetested=1|This entity's FGD entry is missing the {{code|count}} keyvalue which results in no gascan being spawned.
| class = CWeapongascanSpawn
{{Fix|Change the entity's FGD entry to inherit from {{code|WeaponSpawn}} instead of {{code|WeaponSpawnSingle}} and override the default {{code|count}} from 5 to 1.}}|only=l4d2}}
| l4d2only = 1
 
| single = 1
== Keyvalues ==
| description_add =  
{{KV Targetname}}
Unlike {{ent|weapon_gascan}}, this entity is not damageable. It also doesn't absorb dropped gas cans.
{{KV WeaponSpawnSingle}}
| keyvalues_add =
 
{{Bug|This entity's FGD entry is missing the <code>count</code> keyvalue which results in no gas can being spawned.
== Flags ==
{{Fix|Change the entity's FGD entry to inherit from <code>WeaponSpawn</code> instead of <code>WeaponSpawnSingle</code> and override the default <code>count</code> from 5 to 1.}}|hidetested=1|only=l4d2}}
{{Fl WeaponSpawnSingle}}
| seealso_add =  
* {{ent|weapon_scavenge_item_spawn}}
}}

Revision as of 06:07, 17 November 2025

English (en)Translate (Translate)
models/props_junk/gascan001a.mdl
C++ Class hierarchy
CWeapongascanSpawn
CWeaponSpawn
CItem
CBaseAnimating
CBaseEntity

weapon_gascan_spawn is a model entity available in Left 4 Dead 2 Left 4 Dead 2. It is a possible spawn point for gas can. Unlike weapon_gascan, this entity is not damageable. It also doesn't absorb dropped gas cans.

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)
Icon-Bug.pngBug:This entity's FGD entry is missing the count keyvalue which results in no gas can being spawned.
Note.pngFix:Change the entity's FGD entry to inherit from WeaponSpawn instead of WeaponSpawnSingle and override the default count from 5 to 1.

Flags

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

See also