weapon_scavenge_item_spawn

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Left 4 Dead 2 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.

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 Left 4 Dead 2) !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.png Tip: Entities transition to the next map with their parents
Tip.png 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.png 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.png 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.png 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 Left 4 Dead 2)
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 Left 4 Dead 2)
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 Left 4 Dead 2) !FGD
Set to Yes to lag compensate this entity. Should be used very sparingly!

Flags


WeaponSpawnSingle:
  • 1 : Enable Physics
  • 2 : Must Exist
  • 8 : Infinite items (overrides count) (only in Left 4 Dead 2)

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.