Template:WeaponSpawnL4D/en: Difference between revisions
Jump to navigation
Jump to search
(Extension tags are parsed early, so gotta use {{#tag:gallery...}}) |
(Unified interface) |
||
| Line 1: | Line 1: | ||
{{#if: {{{custom_image}}}||{{ | {{#if: {{{custom_image}}}||{{WeaponL4D/image}}}} | ||
{{CD|{{{class|???}}}|{{#if:{{{class|}}}|x|base}}=CWeaponSpawn}} | {{CD|{{{class|???}}}|{{#if:{{{class|}}}|x|base}}=CWeaponSpawn}} | ||
{{This is a|model entity|name=weapon_{{{weapon}}}_spawn | {{This is a|model entity|name=weapon_{{{weapon}}}_spawn | ||
Revision as of 12:18, 21 November 2025
| ??? |
weapon_{{{weapon}}}_spawn is a model entity available in
Left 4 Dead 2. It is a possible spawn point for {{{fancy_name}}}. {{{description_add}}}
Keyvalues
- 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
- World Model (model) <model path>
- In-game 3D representation of the entity to display. This is the path to a MDL relative to the game's root directory. (128 character limit)
If no model is specified, it defaults tomodels/props/terror/ammo_stack.mdl.
- 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)
{{{keyvalues_add}}}
Flags
- Enable Physics : [1]
- Must Exist : [2]
- Infinite items (overrides count) : [8]
{{{flags_add}}}
Gallery
See Also
{{{seealso_add}}}
- weapon_spawn
- info_map_parameters
- info_map_parameters_versus
- [[Weapon_{{{weapon}}}|weapon_{{{weapon}}}]]