weapon_item_spawn

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Left 4 Dead 2 weapon_item_spawn is a point entity available in Left 4 Dead 2. It is a spawn point for any available item, except weapon upgrades.

Keyvalues

Ammo pile <boolean>
If set to 1, the director considers to spawn this, or any other item with the boolean set to 1
First aid kit <boolean>
If set to 1, the director considers to spawn this, or any other item with the boolean set to 1
Molotov Cocktail <boolean>
If set to 1, the director considers to spawn this, or any other item with the boolean set to 1
Pain Pills <boolean>
If set to 1, the director considers to spawn this, or any other item with the boolean set to 1
Pipe Bomb <boolean>
If set to 1, the director considers to spawn this, or any other item with the boolean set to 1
Oxygen Tank <boolean>
If set to 1, the director considers to spawn this, or any other item with the boolean set to 1
Propane Tank <boolean>
If set to 1, the director considers to spawn this, or any other item with the boolean set to 1
Gasoline Can <boolean>
If set to 1, the director considers to spawn this, or any other item with the boolean set to 1
Adrenaline <boolean>
If set to 1, the director considers to spawn this, or any other item with the boolean set to 1
Defibrillator <boolean>
If set to 1, the director considers to spawn this, or any other item with the boolean set to 1
Boomer Bile <boolean>
If set to 1, the director considers to spawn this, or any other item with the boolean set to 1
Chainsaw <boolean>
If set to 1, the director considers to spawn this, or any other item with the boolean set to 1
Grenade Launcher <boolean>
If set to 1, the director considers to spawn this, or any other item with the boolean set to 1
M60 Machinegun <boolean>
If set to 1, the director considers to spawn this, or any other item with the boolean set to 1
Melee Weapon <string>
If empty, the director won't consider to spawn a melee in this place. If you want the director to consider spawning one, use one or multiple names listed below, like in the weapon_melee_spawn entity
  • golfclub
  • fireaxe
  • frying_pan
  • machete
  • baseball_bat
  • crowbar
  • cricket_bat
  • tonfa
  • katana
  • electric_guitar
  • shovel
  • pitchfork
  • Any – director will place any available melee weapon

You may also list multiple specific melee weapons separated by a comma, and the director will select from among that subset of weapons:

crowbar,fireaxe,machete

Targetname:
Name (targetname) <string>
The targetname that other entities refer to this entity by.

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.

Flags

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

Inputs


Targetname:
Kill
Removes this entity from the world.
KillHierarchy
Removes this entity and its children from the world.
Note.png Note: Entities already remove orphaned children upon being removed, but this input removes all children on the same frame, being marginally faster than Kill.
AddOutput <string>
Adds a keyvalue/output to this entity. It can be potentially very dangerous, use with care.
KV Format: <key> <value>
I/O Format: <output name> <targetname>:<inputname>:<parameter>:<delay>:<max times to fire, -1 means infinite>
FireUser1 to FireUser4
Fire the OnUser outputs; see User Inputs and Outputs.
Use  !FGD
Same as a player invoking +use; may not do anything depending on the entity. Can also be invoked by firing an output that does not specify an input.
RunScriptFile <script> (in all games since Left 4 Dead 2)
Execute a VScript file from disk, without file extension. The script contents are merged with the script scope of the receiving entity.
RunScriptCode <string> (in all games since Left 4 Dead 2)
Execute a string of VScript source code in the scope of the entity receiving the input. String quotation may be needed when fired via console.
Bug.png Bug: In Left 4 Dead 2, the code is executed in the script scope of the entity that fires the output, not the one receiving the input.
Warning.png Warning: Never try to pass string parameters to a script function with this input. It will corrupt the VMF structure because of the nested quotation marks, which then must be removed manually with a text editor.
CallScriptFunction <string> (in all games since Left 4 Dead 2) !FGD
Execute a VScript function in the scope of the receiving entity.
SetLocalOrigin <coordinates> (in all games since Alien Swarm) !FGD
Send this entity to a spot in the map. If the entity is parented to something, it will be offset from the parent by this amount.
SetLocalAngles <angles> (in all games since Alien Swarm) !FGD
Set this entity's angles.

Outputs


Targetname:
OnUser1 to OnUser4
These outputs each fire in response to the firing of the like-numbered FireUser1 to FireUser4 Input; see User Inputs and Outputs.
OnKilled  (only in Left 4 Dead Left 4 Dead 2)
This output fires when the entity is killed and removed from the game.