weapon_item_spawn

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Class hierarchy
CMultiSpawner
CPointEntity
CBaseEntity

weapon_item_spawn is a point entity available in Left 4 Dead 2 Left 4 Dead 2. It is a spawn point for any available item, except weapon upgrades. Spawned item is automatically placed on the ground below.

Keyvalues

Name (targetname) <string>
The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g. parentname or target).
Also displayed in Hammer's 2D views and Entity Report.
See also:  Generic Keyvalues, Inputs and Outputs available to all entities

Icon-Important.pngImportant:If you want to use this item position only in 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 Kill input to this entity in OnVersus won't work because this entity is upon spawning immediately converted to one of the specific weapon_*_spawn entities that were picked and targetname isn't transferred


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>
Note.pngNote:Random item from all booleans set to 1 is considered for spawn


Melee Weapon (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

Flags

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

Editing the FGD (Optional)

Helper Model

Unfortunately, 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:

  • Open Left 4 Dead 2\bin\left4dead2.fgd
  • Using the find option, search for:
    @PointClass base(Targetname,Angles) = weapon_item_spawn
  • Replace that with:
    @PointClass base(Targetname,Angles,Studiomodel)studioprop() = weapon_item_spawn

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 Values

Some 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