Upgrade spawn
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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
- Name (targetname) <string>[ Edit ]
- The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g.
parentname
ortarget
).
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