weapon_item_spawn
| CMultiSpawner |
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. The spawned item is automatically placed on the ground below.
weapon_*_spawn entity based on how its keyvalues were set up.Keyvalues
parentname or target).Also displayed in Hammer's 2D views and Entity Report.
Important:If you want to use this item position only in a specific gamemode, for example coop, then you must use point_template and fire ForceSpawn to it from info_gamemode's OnCoop output. Attempting to do it the other way around, like sending the Kill input to this entity in OnVersus, won't work because this entity is, upon spawning, immediately converted to one of the specific weapon_*_spawnentities that were picked and targetname isn't transferred.
Pitch Yaw Roll (Y Z X) (angles) <QAngle>
Weapon Skin (weaponskin) <integer>
Glow Range (glowrange) <float>
Ammo pile (item1) <boolean>
First aid kit (item2) <boolean>
Molotov Cocktail (item3) <boolean>
Pain Pills (item4) <boolean>
Pipe Bomb (item5) <boolean>
Oxygen Tank (item6) <boolean>
Propane Tank (item7) <boolean>
Gasoline Can (item8) <boolean>
Adrenaline (item11) <boolean>
Defibrillator (item12) <boolean>
Boomer Bile (item13) <boolean>
Chainsaw (item16) <boolean>
Grenade Launcher (item17) <boolean>
M60 Machinegun (item18) <boolean>
- Random item from all booleans set to 1 is considered for spawn.
Melee Weapon (melee_weapon) <string>
baseball_batcricket_batcrowbarelectric_guitarfireaxefrying_pangolfclubkatanaknifemachetepitchforkshoveltonfaAny– 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.
Flags
- Enable Physics on spawned item : [1]
- Spawned Item Must Exist : [2]
- Infinite Items : [8]
Editing the FGD (Optional)
Helper ModelUnfortunately, this entity lacks any sort of helper model to make it easier to position the item realistically, so here is a quick guide on how to add the option for a helper model:
Then, if you have Hammer already open while making these changes, save whatever you were doing, close Hammer, and once you launch it you will see this option Default ValuesSome Keyvalues are automatically set to 1 on this entity, which can be tedious to set back to 0 if you don't want that item. To change this, go to the same FGD as above, but this time, look for this line and change the desired default values to 0:item1(integer) : "Ammo pile" : 1 item2(integer) : "First aid kit" : 0 item3(integer) : "Molotov Cocktail" : 1 item4(integer) : "Pain Pills" : 1 item5(integer) : "Pipe Bomb" : 1 item6(integer) : "Oxygen Tank" : 0 item7(integer) : "Propane Tank" : 0 item8(integer) : "Gasoline Can" : 0 //item9(integer) : "" : 0 //item10(integer) : "" : 0 item11(integer) : "Adrenaline" : 1 item12(integer) : "Defibrillator" : 0 item13(integer) : "Boomer Bile" : 0 //item14(integer) : "" : 0 //item15(integer) : "" : 0 item16(integer) : "Chainsaw" : 0 item17(integer) : "Grenade Launcher" : 0 item18(integer) : "M60 Machinegun" : 0 |
See also
- weapon_ammo_spawn
- weapon_first_aid_kit_spawn
- weapon_molotov_spawn
- weapon_pain_pills_spawn
- weapon_pipe_bomb_spawn
- weapon_oxygentank
- weapon_propanetank
- weapon_gascan_spawn
- weapon_adrenaline_spawn
- weapon_defibrillator_spawn
- weapon_vomitjar_spawn
- weapon_chainsaw_spawn
- weapon_grenade_launcher_spawn
- weapon_rifle_m60_spawn
- weapon_melee_spawn
- upgrade_spawn
- weapon_spawn