weapon_scavenge_item_spawn
weapon_scavenge_item_spawn is a point entity available in Left 4 Dead 2. It is a spawn for a "scavenge item". It is a variant of the weapon_gascan_spawn that is specially designed for the scavenge game mode.
Contents
Keyvalues
- Initial Glow State
<choices> -
- 0 : OFF
- 3 : ON
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
WeaponSpawnSingle:
Inputs
SpawnItem- Spawn an instance of a scavenge mode item.
TurnGlowsOn- All current and future spawned items should glow.
TurnGlowsOff- All current and future spawned items should not glow.
Outputs
OnItemPickedUp- Fired when this spawner's scavenge item is picked up by a player.