Prop fuel barrel: Difference between revisions

From Valve Developer Community
Jump to navigation Jump to search
(Created page with '{{l4d series point|prop_fuel_barrel}} This is a special destructible physics prop that blows up in several stages when shot. ==Keyvalues== {{KV Targetname}} {{KV Angles}} {{Kv s…')
 
m (Classifying as model entity)
 
(8 intermediate revisions by 5 users not shown)
Line 1: Line 1:
{{l4d series point|prop_fuel_barrel}} This is a special destructible physics prop that blows up in several stages when shot.
{{CD|CFuelBarrelProp}}
{{this is a|model entity|series=Left 4 Dead|name=prop_fuel_barrel}} This is a special destructible physics prop that blows up in several stages when shot.


==Keyvalues==
== Flags ==
{{KV Targetname}}
{{fl|1|Start Asleep}}
{{KV Angles}}
{{Kv studiomodel}}
{{KV BaseFadeProp}}
*;Base Piece <code><studio></code>


*;Flying Piece 1 to Flying Piece 4 <code><studio></code>
== Keyvalues ==
{{KV|World Model|intn=model|string|The [[model]] this entity should appear as. 128-character limit.}}
{{KV|Base Piece|intn=BasePiece|studio}}
{{KV|Flying Piece 1|intn=FlyingPiece01|studio}}
{{KV|Flying Piece 2|intn=FlyingPiece02|studio}}
{{KV|Flying Piece 3|intn=FlyingPiece03|studio}}
{{KV|Flying Piece 4|intn=FlyingPiece04|studio}}
{{KV|Detonation Particles|intn=DetonateParticles|string}}
{{KV|Flying Piece Particles|intn=FlyingParticles|string}}
{{KV|Sound played when the object explodes.|intn=DetonateSound|sound}}


*;Detonation Particles <code><[[string]]></code>
{{KV|Start Fade Dist/Pixels|intn=fademindist|float|Distance at which the prop starts to fade (<0 {{=}} subtract from fademaxdist).}}
{{KV|End Fade Dist/Pixels|intn=fademaxdist|float|Maximum distance at which the prop is visible (0 {{=}} don't fade out).}}
{{KV|Fade Scale|intn=fadescale|float|If you specify a fade in the worldspawn, or if the engine is running under low end/medium end/XBox360, then the engine will forcibly fade out props even if fademindist/fademaxdist isn't specified. This scale factor gives you some control over the fade. Using 0 here turns off the forcible fades. Numbers smaller than 1 cause the prop to fade out at further distances, and greater than 1 cause it to fade out at closer distances.}}


*;Flying Piece Particles <code><[[string]]></code>
[[Category:Prop entities|fuel barrel]]
 
*;Sound played when the object explodes <code><sound></code>
 
==Flags==
*1: Start Asleep
 
==Inputs==
{{I Targetname}}
{{ScrollBox|title=Studiomodel|
; <code>Skin <[[int]]></code>
: Changes the model's [[$texturegroup|skin]] to the specified number.
; <code>EnableShadow</code>
; <code>DisableShadow</code>
: Control the model's cheap render-to-texture shadow.
; {{EP1 add|<code>AlternativeSorting <[[bool]]></code>}}
: Used to attempt to fix sorting problems when rendering. {{todo|What is the effect?}}
}}
 
 
==Outputs==
{{O Targetname}}
*;OnIgnite
:Fired when this object catches fire.
 
==See also==
 
==External links==

Latest revision as of 04:34, 19 May 2025

C++ Class hierarchy
CFuelBarrelProp
CPhysicsProp
CBreakableProp
CBaseProp
CBaseAnimating
CBaseEntity

prop_fuel_barrel is a model entity available in Left 4 Dead seriesLeft 4 Dead series Left 4 Dead series. This is a special destructible physics prop that blows up in several stages when shot.

Flags

Start Asleep : [1]

Keyvalues

World Model (model) <string>
The model this entity should appear as. 128-character limit.
Base Piece (BasePiece) <model path>
Flying Piece 1 (FlyingPiece01) <model path>
Flying Piece 2 (FlyingPiece02) <model path>
Flying Piece 3 (FlyingPiece03) <model path>
Flying Piece 4 (FlyingPiece04) <model path>
Detonation Particles (DetonateParticles) <string>
Flying Piece Particles (FlyingParticles) <string>
Sound played when the object explodes. (DetonateSound) <sound>


Start Fade Dist/Pixels (fademindist) <float>
Distance at which the prop starts to fade (<0 = subtract from fademaxdist).
End Fade Dist/Pixels (fademaxdist) <float>
Maximum distance at which the prop is visible (0 = don't fade out).
Fade Scale (fadescale) <float>
If you specify a fade in the worldspawn, or if the engine is running under low end/medium end/XBox360, then the engine will forcibly fade out props even if fademindist/fademaxdist isn't specified. This scale factor gives you some control over the fade. Using 0 here turns off the forcible fades. Numbers smaller than 1 cause the prop to fade out at further distances, and greater than 1 cause it to fade out at closer distances.