Weapon first aid kit: Difference between revisions
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Important:This entity is not affected by
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{{This is a|model entity|name=weapon_first_aid_kit|series=Left 4 Dead}} It's the actual carriable item with physics. | {{This is a|model entity|name=weapon_first_aid_kit|series=Left 4 Dead}} 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 {{ent|weapon_first_aid_kit_spawn}} or {{l4d2}}{{ent|weapon_item_spawn}}. | 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 kit in a map is to use {{ent|weapon_first_aid_kit_spawn}} or {{l4d2}}{{ent|weapon_item_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 converted to [[weapon_pain_pills_spawn|pain pills]] in [[Death's Door]].}} | {{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 converted to [[weapon_pain_pills_spawn|pain pills]] in [[Death's Door]].}} | ||
Revision as of 08:20, 17 November 2025
| CFirstAidKit |
weapon_first_aid_kit is a model entity available in ![]()
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 kit in a map is to use weapon_first_aid_kit_spawn or
weapon_item_spawn.
AllowWeaponSpawn and ConvertWeaponSpawn, thus using it may impact some mutations' expected behavior. For example, this entity won't be converted to pain pills in Death's Door.Keyvalues (only in
)
- 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>
- 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
)
- Enable Physics : [1]
- Must Exist : [2]
- Infinite items (overrides count) : [8]