Weapon grenade launcher: 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|CGrenadeLauncher}}
{{CD|CGrenadeLauncher}}
{{this is a|model entity|name=weapon_grenade_launcher|game=Left 4 Dead 2}} To place grenade launcher in a map use [[weapon_grenade_launcher_spawn]] or [[weapon_item_spawn]]
{{This is a|model entity|name=weapon_grenade_launcher|game=Left 4 Dead 2}} It's the actual carriable weapon with physics.


== See also ==
In [[Hammer]], 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 grenade launcher in a map is to use {{ent|weapon_grenade_launcher_spawn}} or {{ent|weapon_item_spawn}}.
* [[weapon_grenade_launcher_spawn]]
{{Important|This entity is not affected by <code>[[Left 4 Dead 2/Scripting/Director Scripts/AllowWeaponSpawn|AllowWeaponSpawn]]</code> and <code>[[Left 4 Dead 2/Scripting/Director Scripts/ConvertWeaponSpawn|ConvertWeaponSpawn]]</code>, thus using it may impact some mutations' expected behavior. For example, this entity won't be removed in [[L4D1 Co-op]].}}
* [[weapon_item_spawn]]
 
== Keyvalues ==
{{KV Targetname}}
{{KV WeaponSpawnSingle|l4d2only=1}}
 
== Flags ==
{{Fl WeaponSpawnSingle|l4d2only=1}}
 
== See Also ==
* {{ent|weapon_grenade_launcher_spawn}}
* {{ent|weapon_item_spawn}}

Revision as of 07:14, 17 November 2025

C++ Class hierarchy
CGrenadeLauncher
CTerrorGun
CTerrorWeapon
CWeaponCSBase
CBaseCombatWeapon
CBaseAnimating
CBaseEntity

weapon_grenade_launcher is a model entity available in Left 4 Dead 2 Left 4 Dead 2. It's the actual carriable weapon with physics.

In Hammer, 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 grenade launcher in a map is to use weapon_grenade_launcher_spawn or weapon_item_spawn.

Icon-Important.pngImportant:This entity is not affected by AllowWeaponSpawn and ConvertWeaponSpawn, thus using it may impact some mutations' expected behavior. For example, this entity won't be removed in L4D1 Co-op.

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)

Flags

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

See Also