Weapon gascan spawn: Difference between revisions

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Unlike {{ent|weapon_gascan}}, this entity is not damageable. It also doesn't absorb dropped gas cans.
Unlike {{ent|weapon_gascan}}, this entity is not damageable. It also doesn't absorb dropped gas cans.
{{confusion|This entity is not used in official maps. {{ent|prop_physics}} with model {{code|models/props_junk/gascan001a.mdl}} or {{ent|weapon_item_spawn}} entities are used instead.}}
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{{Bug|This entity's FGD entry is missing the <code>count</code> keyvalue which results in no gas can being spawned.
{{Bug|This entity's FGD entry is missing the <code>count</code> keyvalue which results in no gas can being spawned.

Revision as of 16:08, 18 November 2025

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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.

Warning.pngRisk of Confusion:This entity is not used in official maps. prop_physics with model models/props_junk/gascan001a.mdl or weapon_item_spawn entities are used instead.

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]

Gallery

See also