Template:WeaponSpawn

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Revision as of 12:53, 22 March 2021 by Orinuse (talk | contribs) (god damn, here we go, modelwarning key)
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This template has a few, but notable configurable parameters, as not all weapon spawn entities share the same quirks, while some in L4D1 and L4D2 have FGD differences.
Parameters:

{{WeaponSpawn|optionalscavenge=1}}

optionalscavenge- Display keyvalues forWeaponSpawnOptionalScavenge.

{{WeaponSpawn|modelwarning=1}}

modelwarning- For weapon_spawn, shows a big TODO about setting custom models.

Keyvalues

Count (count) <integer>
Max number of weapons given before disappearing.
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.
Glow Backface Multiple (glowbackfacemult) <float> (only in Left 4 Dead 2) !FGD
If this object has a glow effect, multiply the effect by this much on the sides of the object that are facing away from the viewer.


Flags

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


WeaponSpawnOptionalScavenge (only in Left 4 Dead):
Add to director scavenge list : [65536]
Todo: What does this flag mean?


Inputs

Outputs

OnItemSpawn  (removed since Left 4 Dead 2)
Fired if this object is spawned on the map. If the weapon is removed during the weapon spawn pass, this will not fire.