Weapon pistol spawn: Difference between revisions

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{{WeaponSpawnL4D
{{WeaponSpawnL4D
| weapon = pistol
| weapon = pistol
| fancy_name = pistols
| fancy_name = second pistol
| class = CWeaponpistolSpawn
| class = CWeaponpistolSpawn
| isweapon = 1
| isweapon = 1
| section1 =  
| description_add =  
== Gallery ==
{{Bug|{{l4d2}} This entity's FGD entry incorrectly uses the first pistol variant.
<gallery mode="packed">
{{Fix|Change the entity's FGD studioprop to <code>models/w_models/Weapons/w_pistol_b.mdl</code> instead of <code>models/w_models/Weapons/w_pistol_a.mdl</code>.}}|hidetested=1|only=l4d2}}
W models-weapons-w pistol a.jpg | ({{l4d2}} first pistol)
| gallery =  
W models-weapon-w pistol b.jpg | ({{l4d2}} second pistol)
{{WeaponL4D/image/switch|l4d=1}} {{!}} {{only|{{l4d}}}}
</gallery>
{{WeaponL4D/image/switch|l4d=0}} {{!}} {{only|{{l4d2}}}}
| seealso_add =  
| seealso_add =  
* {{ent|weapon_pistol_magnum_spawn}}
* {{l4d2}}{{ent|weapon_pistol_magnum_spawn}}
* {{ent|weapon_melee_spawn}}
* {{l4d2}}{{ent|weapon_melee_spawn}}
}}
}}

Latest revision as of 07:23, 25 November 2025

English (en)Translate (Translate)
Left 4 Dead 2 models/w_models/weapons/w_pistol_a.mdl
C++ Class hierarchy
CWeaponpistolSpawn
CWeaponSpawn
CItem
CBaseAnimating
CBaseEntity

weapon_pistol_spawn is a model entity available in Left 4 Dead seriesLeft 4 Dead series Left 4 Dead series. It is a possible spawn point for second pistol.

Icon-Bug.pngBug:Left 4 Dead 2 This entity's FGD entry incorrectly uses the first pistol variant.
Note.pngFix:Change the entity's FGD studioprop to models/w_models/Weapons/w_pistol_b.mdl instead of models/w_models/Weapons/w_pistol_a.mdl.

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> (only in Left 4 Dead 2)
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> (only in Left 4 Dead 2)
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)
Count (count) <integer>
Max number of weapons given before disappearing.

Outputs

OnItemSpawn  (only in Left 4 Dead)
Fired if this object is spawned on the map. If the weapon is removed during the weapon spawn pass, this will not fire.

Flags

Absorb any dropped weapon type : [4] (only in Left 4 Dead 2)
Don't Cluster With Similar Items : [131072] (only in Left 4 Dead)
Enable Physics : [1]
Must Exist : [2]
Infinite items (overrides count) : [8] (only in Left 4 Dead 2)

Gallery

See also