Template:KV Breakable: Difference between revisions
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*1: All Infected | *1: All Infected | ||
*2: Only Tanks}}<noinclude>[[Category:Keyvalue Templates|Breakable]]</noinclude> | *2: Only Tanks}}<noinclude>[[Category:Keyvalue Templates|Breakable]]</noinclude> | ||
}} | |||
{{Expand|title=Non-Valve games {{bms}}| | |||
{{KV|Enable Explosion Override|nofgd=1|only={{bms}}|intn=explosion_override|choices|Enable/disable explosion parameters override (''explosion_particle'', ''explosion_particle_liquid'', ''explosion_attachment'', ''explosion_soundscript'' and ''explosion_soundscript_liquid''). | |||
*0: No | |||
*1: Yes | |||
}} | |||
{{KV|Explosion Particle|nofgd=1|only={{bms}}|intn=explosion_particle|string|A particle system to use when this entity explodes.}} | |||
{{KV|Explosion Particle Underwater|nofgd=1|only={{bms}}|intn=explosion_particle_liquid|string|A particle system to use when this entity explodes in water.}} | |||
{{KV|Explosion Attachment Point|nofgd=1|only={{bms}}|intn=explosion_attachment|string|An attachment point to use for custom explosion particle system. | |||
{{note|Only for [[model entities]], even despite the fact that this is also present in [[brush entities]].}} | |||
}} | |||
{{KV|Explosion Sound Script|nofgd=1|only={{bms}}|intn=explosion_soundscript|sound|A [[Soundscripts|sound script]] to use when this entity explodes.}} | |||
{{KV|Explosion Sound Script Underwater|nofgd=1|only={{bms}}|intn=explosion_soundscript_liquid|sound|A sound script to use when this entity explodes in water. | |||
{{important|Both ''explosion_soundscript'' and ''explosion_soundscript_liquid'' require a sound script, a raw sound file will not work.}} | |||
}} | |||
}} | }} |
Latest revision as of 01:07, 10 August 2025
Breakable (common):
- Performance Mode (PerformanceMode) <choices>
- Used to limit the amount of gibs produced when this entity breaks, for performance reasons.
Choices - 0: Normal
- 1: No Gibs
- 2: Full Gibs on All Platforms (Xbox 360, PS3, etc)
- 3: Reduced gibs
- Min Damage to Hurt (minhealthdmg) <integer>
- If a single hit to the object doesn't do at least this much damage, the prop won't take any of the damage it attempted to give.
- Pressure Delay (PressureDelay) <float>
- Seconds to delay breaking from pressure. Allows creaking/groaning sounds to play.
- Health (health) <integer>
- How close to breaking the object is.
- Maximum Health (max_health) <integer>
- Health cannot exceed this amount.
- Physics Impact Damage Scale (physdamagescale) <float>
- Multiplier for damage amount when this entity is hit by a physics object. With a value of 0 the entity will take no damage from physics.
Who can break this? - 0: Everyone
- 1: All Infected
- 2: Only Tanks
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