Difference between revisions of "Weapon pipe bomb spawn"

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{{note|The current description of this entity is based on unofficial data based on data mining. Anything that may be read here is largely incomplete or, in some cases, incorrect.}}
 
{{note|The current description of this entity is based on unofficial data based on data mining. Anything that may be read here is largely incomplete or, in some cases, incorrect.}}
 +
 
== Entity Description ==
 
== Entity Description ==
A possible spawnpoint for pipe bombs in Left 4 Dead.
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A possible spawn point for pipe bombs in Left 4 Dead.
  
 
== Keyvalues ==
 
== Keyvalues ==
 
{{kv weapon l4d}}
 
{{kv weapon l4d}}
 
{{note|Ammo is usually unspecified for pipe bombs.}}
 
{{note|Ammo is usually unspecified for pipe bombs.}}
 +
 
== Flags ==
 
== Flags ==
.1- Allow Physics (Means when it spawns it's no longer 'static'. You can knock it around.)
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* Allow Physics (Means when it spawns it's no longer 'static'. You can knock it around.)
.2- Must Exist    (It will spawn there not matter what dispiste the (Info_map_parameters?).
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* Must Exist    (It will spawn there not matter what dispiste the (Info_map_parameters?).
--[[User:Death SpecteR|Death SpecteR]] 20:59, 7 June 2009 (UTC)
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[[Category:Left 4 Dead Entities]]
 
[[Category:Left 4 Dead Entities]]

Revision as of 21:17, 7 June 2009

Note:The current description of this entity is based on unofficial data based on data mining. Anything that may be read here is largely incomplete or, in some cases, incorrect.

Entity Description

A possible spawn point for pipe bombs in Left 4 Dead.

Keyvalues

WeaponSpawn:

Count <integer>
Max number of weapons given before disappearing.

WeaponSpawnSingle:

Weapon Skin <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 <float>
Set a custom glow range for this spawner. 0 means use the default range.
Collisions <choices>
Collision box type.
  • 0 : Not Solid
  • 2 : Use Bounding Box
  • 6 : Use VPhysics

Parentname:

Parent (parentname) <targetname>
Specifies a movement parent. An entity will maintain its initial offset from its parent. An attachment point can be added to the end of the name, separated by a comma.

Global:

Global Entity Name <string>
Name by which this entity is linked to another entity in a different map. When the player transitions to a new map, entities in the new map with globalnames matching entities in the previous map will have the previous map's state copied over their state.

Targetname:

Name (targetname) <string>
The targetname that other entities refer to this entity by.
Entity Scripts (vscripts) <scriptlist> (in all games since <Left 4 Dead 2>)
Space delimited list of VScript files (without file extension) that are executed after all entities have spawned. The scripts are all executed in the same script scope, later ones overwriting any identical variables and functions.
Script think function (thinkfunction) <string> (in all games since <Left 4 Dead 2>)
Name of a function in this entity's script which will be called automatically every 100 milliseconds (ten times a second) for the duration of the script. It can be used to create timers or to simulate autonomous behavior. The return value (if present) will set the time until the next call.
Note:Try to avoid expensive operations in this function, as it may cause performance problems.

Angles:

Pitch Yaw Roll (Y Z X) (angles) <angle>
This entity's orientation in the world. Pitch is rotation around the Y axis, yaw is the rotation around the Z axis, roll is the rotation around the X axis.

Studiomodel:

World Model (model) <string>
The model this entity should appear as. 128-character limit.
Skin (skin) <integer>
Some models have multiple skins. This value selects from the index, starting with 0.
Tip:Hammer's model browser automatically updates this value if you use it to view different skins.
Model Scale (modelscale) <float> (in all games since <Source><Source>)
A multiplier for the size of the model.

Shadow:

Disable Shadows (disableshadows) <boolean>
Prevents the entity from creating cheap render-to-texture shadows, or lightmap shadows if the entity is a prop_static. Does not affect shadow mapping.
Disable ShadowDepth (disableshadowdepth) <boolean> (in all games since [Portal 2])
Used to disable rendering into shadow depth (for projected textures) for this entity.
Projected Texture Cache (shadowdepthnocache) <choices> (in all games since [Portal 2])
Used to hint projected texture system whether it is sufficient to cache shadow volume of this entity or to force render it every frame instead.
  • 0 : Default
  • 1 : No cache - render every frame
  • 2 : Cache it - render only once
Disable flashlight (disableflashlight) <boolean> (in all games since [Portal 2])
Used to disable projected texture lighting and shadows on this entity.

Reflection:

Render in Fast Reflections (drawinfastreflection) <boolean> (in all games since [Portal 2])
If enabled, this entity will render in fast water reflections (i.e. when a water material specifies $reflectonlymarkedentities) and in the world impostor pass.
Note:Ammo is usually unspecified for pipe bombs.

Flags

  • Allow Physics (Means when it spawns it's no longer 'static'. You can knock it around.)
  • Must Exist (It will spawn there not matter what dispiste the (Info_map_parameters?).