weapon_spawn
weapon_spawn is a point entity available in Left 4 Dead 2. It is a configurable spawner for any non-melee weapon.
Keyvalues
- Selection
<choices> - Spawn the selected weapon or weapon category
Value Description anyAny primary or secondary weapon any_pistolAny Pistol weapon_pistolPistol weapon_pistol_magnumMagnum Pistol any_primaryAny Primary Weapon tier1_anyAny tier 1 primary tier2_anyAny tier 2 primary any_smgAny tier 1 SMG any_rifleAny tier 2 Rifle any_sniper_rifleAny tier 2 Sniper Rifle any_shotgunAny Shotgun tier1_shotgunAny tier 1 Shotgun tier2_shotgunAny tier 2 Shotgun weapon_smgSMG weapon_smg_silencedSilenced SMG weapon_pumpshotgunPump Shotgun weapon_shotgun_chromeChrome Shotgun weapon_autoshotgunAuto Shotgun weapon_shotgun_spasSPAS Shotgun weapon_rifleM4 Rifle weapon_rifle_desertDesert Rifle weapon_rifle_ak47AK47 weapon_hunting_rifleHunting Rifle weapon_sniper_militarySniper Military weapon_smg_mp5MP5 weapon_rifle_sg552SG552 weapon_sniper_awpSniper AWP weapon_sniper_scoutSniper Scout
- Spawn instantly without director
<boolean> - Bypass the proximity checks that make nearby weapons be the same tier / not the same weapon
- No CS Weapons
<boolean> - When selecting 'any' weapon, set this to true if you do not want CS weapons.
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
- 16 : Constrain to spawn position (don't drop to the ground)
WeaponSpawn: