Upgrade spawn

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Revision as of 01:00, 25 March 2021 by MrFunreal (talk | contribs) (added FGD edits.)
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Template:L4d2 point It is a configurable spawner for weapon upgrades.

Optional FGD edits, for better usability

This entity will spawn a random chosen upgrade, yet you cannot decide its exact rotation. To fix this, modify "Left 4 Dead 2\bin\left4dead2.fgd".
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@PointClass base(Targetname) = upgrade_spawn

and modify it as such:

 @PointClass base(Targetname, Angles)studioprop() = upgrade_spawn
 [
 	laser_sight(integer) : "Laser Sight" : 1
 	upgradepack_incendiary(integer) : "UpgradePack - Incendiary" : 1
 	upgradepack_explosive(integer) : "UpgradePack - Explosive" : 1
 	
 	spawnflags(Flags) =
 	[
 		1 : "Enable Physics on spawned item" : 0
 		2 : "Spawned Item Must Exist" : 0
 	]
 	model(choices) : "Helper Model (Visual aid only)" : "models/w_models/weapons/w_laser_sights.mdl" =
 	[
 
 	"models/w_models/weapons/w_laser_sights.mdl" : "Laser"
 	"models/w_models/weapons/w_eq_explosive_ammopack.mdl" : "Explosive Ammo"
 	"models/w_models/weapons/w_eq_incendiary_ammopack.mdl" : "Incendiary Ammo"
 	]
 ]

Keyvalues

Laser Sight ([todo internal name (i)]) <integer>
UpgradePack - Incendiary ([todo internal name (i)]) <integer>
UpgradePack - Explosive ([todo internal name (i)]) <integer>
Name (targetname) <string>[ Edit ]
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

Flags

  • 1 : Enable Physics on spawned item
  • 2 : Spawned Item Must Exist

Inputs

Outputs