weapon_item_spawn
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.
Contents
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_spawnentity
golfclubfireaxefrying_panmachetebaseball_batcrowbarcricket_battonfakatanaelectric_guitarshovelpitchforkAny– 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: 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>
FireUser1toFireUser4- Fire the
OnUseroutputs; 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
)- 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
)- 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: In
, the code is executed in the script scope of the entity that fires the output, not the one receiving the input.
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
) !FGD- Execute a VScript function in the scope of the receiving entity.
SetLocalOrigin<coordinates>(in all games since
) !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.
Outputs
Targetname:
OnUser1toOnUser4- These outputs each fire in response to the firing of the like-numbered
FireUser1toFireUser4Input; see User Inputs and Outputs.