weapon_pistol_magnum_spawn
weapon_pistol_magnum_spawn is a point entity available in Left 4 Dead 2. It is a possible spawn point for a magnum pistol.
Contents
Keyvalues
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:
Inputs
Model:
SetBodyGroup<integer>- Sets the the active $bodygroup.
Ignite- Makes the entity catch on fire indefinitely.
IgniteLifetime<float>- Makes the entity catch on fire for a given amount of time.
IgniteNumHitboxFires<integer>(removed since
)- Makes the entity catch on fire with a given number of hitbox fire particles. Does not function correctly in
onward.
IgniteHitboxFireScale<float>(removed since
)- Makes the entity catch on fire with a given scale for hitbox fire particles. Does not function correctly in
onward.
BecomeRagdoll- Kills the entity and creates a client-side ragdoll from the model. Input is only passed if the model contains $collisionjoints, for other models phys_convert can be used instead.
SetLightingOrigin<targetname>- Sets the entity's lighting origin to use this entity's position.
(removed sinceSetLightingOriginHack<targetname>
) 
- Deprecated. Offsets the entity's lighting origin by their distance from an
info_lighting_relative. UseSetLightingOrigininstead.
fademindist<float>- Sets distance at which the entity starts fading. If <0, the entity will disappear instantly when end fade is hit. The value will scale appropriately if the entity is in a 3D Skybox.
fademaxdist<float>- Sets distance at which the entity ends fading. If <0, the entity won't disappear at all. The value will scale appropriately if the entity is in a 3D Skybox.
SetModelScale<vector>(only in
)- Multiplies the size of the model. Does not alter the physics collisions in most cases. Can take two values separated by a space, in which case the first value would be the target model scale and the second value would be the number of seconds the change in scale will be spread over. If there is no second value, the model will scale instantly.
modelscale keyvalue can be AddOutputed as a workaround for other games with this input missing.Alpha<integer>- Sets the entity's transparency to a number from 0 (invisible) to 255 (fully visible). Requires the entity to have its Render Mode (rendermode) set to a number other than
0.
AlternativeSorting<boolean>- Swaps the rendering order of the entity. Used to attempt to fix sorting problems when rendering, for example an object rendering in front of translucent materials.
Color<color255>- Sets an RGB color for the entity.
SetDamageFilter<targetname>- Sets a filter for this entity for when it receives damage.
EnableDamageForces- Allows the entity to be pushed by damage done to it (usually force amount correlates with the damage done).
DisableDamageForces- Prevents the entity from being pushed by damage done to it.
EnableShadow- Allows the entity to draw a render target shadow.
DisableShadow- Prevents the entity from drawing a render target shadow.
Base:
AddContext<string>- Adds to the entity's list of response contexts. Format is
<key>:<value>.
AddOutput<string>- Assigns a new keyvalue/output on this entity. For keyvalues, some rely on extra necessary code to be ran and won't work if its simply just changed through this input. There is a strict format that must be followed:
Syntax:
ClearContext- Removes all contexts from this entity's list.
ClearParent- Removes this entity from the the movement hierarchy, leaving it free to move independently.
FireUser1toFireUser4- Fires the respective
OnUseroutputs; see User Inputs and Outputs.
Kill- Removes this entity and any entities parented to it from the world.
KillHierarchy- Functions the same as
Kill, although this entity and any entities parented to it are killed on the same frame, being marginally faster thanKillinput.
RemoveContext<string>- Remove a context from this entity's list. The name should match the key of an existing context.
SetParent<string>- Move with this entity. See Entity Hierarchy (parenting).
SetParentAttachment<string>- Change this entity to attach to a specific attachment point on its parent. The entity will teleport so that the position of its root bone matches that of the attachment. Entities must be parented before being sent this input.
SetParentAttachmentMaintainOffset<string>- As above, but without teleporting. The entity retains its position relative to the attachment at the time of the input being received.
DispatchEffect<string>(removed since
) !FGD- Dispatches a special effect from the entity's origin; see also List of Client Effects. Replaced by the particle system since
.
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 Hammer, using string arguments will corrupt the VMF file's structure, making the file unviewable for the next Hammer session.
Fix: Remove the string argument manually with a text editor.
Outputs
WeaponSpawnSingle:
OnItemSpawn(removed since
)- Fired if this object is spawned on the map. If the weapon is removed during the weapon spawn pass, this will not fire.
OnPlayerTouch!FGD- To do: Does this still work? Is it defunct leftovers from earlier engine branches?
OnCacheInteraction!FGD- To do: What does the name implies, and does this still work? Is it defunct leftovers from earlier engine branches?
Model:
OnIgnite!FGD- Fired when the entity catches fire, such as from an
env_entity_igniteror theIgniteinputs.
Base:
OnUser1toOnUser4- These outputs each fire in response to the firing of the like-numbered
FireUser1toFireUser4Input; see User Inputs and Outputs. OnKilled(only in
)- This output fires when the entity is killed and removed from the game.