weapon_melee_spawn
weapon_melee_spawn is a point entity available in Left 4 Dead 2. Is is a spawn point for any melee weapon.
Keyvalues
- Melee Weapon
<string> - Options: 'Any' or a comma-delimited string of melee weapon script names. Leave blank for none.
The names of the spawnable melee weapons have to be included in the text field. Names are:
Any– director will place any melee weapon listed in the Missionfile's "meleeweapons" string.baseball_batcricket_batcrowbarelectric_guitarfireaxefrying_pangolfclubkatanaknifemachetepitchforkshoveltonfa
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
You may even have additional custom melee weapons by crating a working weapon model and then creating a melee weapon script in "scripts/melee". Copy an existing one as a base and modify it to make it easier for you.
The name of that script, without extention, is the name to use in the missionfile to allow it at all, and the weapon_melee_spawn entity.
WeaponSpawn:
- Count
(count)<integer> - Max number of weapons given before disappearing.
WeaponSpawnSingle:
- Weapon Skin
(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
(glowrange)<float> - Set a custom glow range for this spawner. 0 means use the default range.
- Collisions
(solid)<choices> - Collision box type.
- 0 : Not Solid
- 2 : Use Bounding Box
- 6 : Use VPhysics
Model:
- Glow Backface Multiple
(glowbackfacemult)<float>(only in
) !FGD - If this object has a glow effect, multiply the effect by this much on the sides of the object that are facing away from the viewer.
Base:
- Name
(targetname)<string> - The name that other entities use to refer to this entity.
- Parent
(parentname)<targetname> - Maintain the same initial offset to this entity. An attachment point can also be used if separated by a comma at the end. (
parentname [targetname],[attachment])
Tip: Entities transition to the next map with their parents
Tip: phys_constraintcan be used as a workaround if parenting fails. - Origin (X Y Z)
(origin)<coordinates> - The position of this entity's center in the world. Rotating entities typically rotate around their origin.
Note: Hammer does not move the entities accordingly only in the editor. - Pitch Yaw Roll (X Y Z)
(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.
Note: This works on brush entities, although Hammer doesn't show the new angles. - Classname
(classname)<string>!FGD - Determines the characteristics of the entity before it spawns.
Tip: Changing this on runtime still has use, like making matching an entry in S_PreserveEnts will persist the entity on new rounds! - Flags
(spawnflags)<integer>!FGD - Toggles exclusive features of an entity, its specific number is determined by the combination of flags added.
- Effects
(effects)<integer>!FGD - Combination of effect flags to use.
- Entity Scripts
(vscripts)<scriptlist>(in all games since
) - 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.
- Thinker function
(thinkfunction)<string>(in all games since
) - Name of the function within this entity's script that'll be called automatically every 100 milliseconds, or a user-defined interval if the function returns a number. Avoid expensive operations in this function, as it may cause performance problems.
- Lag Compensation
(LagCompensate)<boolean>(in all games since
) !FGD - Set to Yes to lag compensate this entity. Should be used very sparingly!
Flags
WeaponSpawn:
- 4 : Absorb any dropped weapon type (only in
) - 131072 : Don't cluster with similar items (only in
) To do: What is this for? Weapons already have their own density settings, and does this work?
WeaponSpawnSingle: