Template:Hl1 kv breakable: Difference between revisions

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(doesn't need to be a template if used only on 1 page)
(I guess it's supposed to work this way?)
 
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{{Hl1 kv targetname}}
{{APH}}
{{Hl1 kv global}}
<includeonly><onlyinclude>See {{t|Hl1 kv breakable}} page history.</onlyinclude></includeonly>
{{minititle|Breakable}}
{{KV|Target on break|intn=target|target_destination|The [[targetname]] of the entity to be targeted when this entity breaks.
:{{warning|activator is NULL instead of the player breaking the breakable which crashes the game if {{ent|game_player_equip|engine=goldsrc}} is targetted}} }}
{{KV|Strength|intn=health|integer|Amount of damage to take before breaking.}}
{{KV|Material Type|intn=material|integer choices|Material to use for sounds and gibs.
:{{expand|title=Standard choices|
* 0: "Glass"
* 1: "Wood"
* 2: "Metal"
* 3: "Flesh"
* 4: "Cinder Block"
* 5: "Ceiling Tile"
* 6: "Computer"
* 7: "Unbreakable Glass"
* 8: "Rocks"}}
:{{expand|title={{czds|4}} choices|
* 0: "Glass"
* 1: "Wood"
* 2: "Metal"
* 3: "Flesh"
* 4: "Brick"
* 5: "Tile"
* 6: "Computer"
* 7: "Bulletproof Glass"
* 8: "Stone"
* 9: "None"
* 10: "Vine"
* 11: "Last Material" {{clarify}}
}} }}
{{KV|Gibs Direction|intn=explosion|choices|
: Whether gibs should fly in a random direction or relative to the attack that broke this entity.
:* 0: "Random"
:* 1: "Relative to Attack"
:{{note|In {{czds}}, {{mono|direction}} is used instead of {{mono|1}}.}} }}
{{KV|Delay before fire|intn=delay|integer|Time in seconds after breaking before targeting the "Target on break" entity.}}
{{KV|Gib model|intn=gibmodel|studio|Model to use for gibs spawned when broken instead of default, material dependent gibs. Relative to mod folder. {{placementTip|This can be used on indestructible func_breakables to display an arbitrary [[bmodel]] from an external BSP, with proper collision. Ensure that the {{code|gibmodel}} KV is listed before the {{code|model}} KV.<br>It may be necessary to use {{mess|2}} to rename the classname to prevent the entity from showing up in the wrong location in {{jack|2}}, due to a bug with handling @SolidClass entities without brushes.}} }}
{{KV|Spawn on break|intn=spawnobject|choices|
:Item to spawn when broken.
:* 0: "Nothing"
:* 1: "[[item_battery_(GoldSrc)|Battery]]"
:* 2: "[[item_healthkit_(GoldSrc)|Healthkit]]"
:* 3: "[[weapon_9mmhandgun_(GoldSrc)|9mm Handgun]]"
:* 4: "[[ammo_9mmclip_(GoldSrc)|9mm Clip]]"
:* 5: "[[weapon_9mmAR_(GoldSrc)|Machine Gun]]"
:* 6: "[[ammo_9mmAR_(GoldSrc)|Machine Gun Clip]]"
:* 7: "[[ammo_ARgrenades_(GoldSrc)|Machine Gun Grenades]]"
:* 8: "[[weapon_shotgun_(GoldSrc)|Shotgun]]"
:* 9: "[[ammo_buckshot_(GoldSrc)|Shotgun Shells]]"
:* 10: "[[weapon_crossbow_(GoldSrc)|Crossbow]]"
:* 11: "[[ammo_crossbow_(GoldSrc)|Crossbow Bolts]]"
:* 12: "[[weapon_357_(GoldSrc)|357]]"
:* 13: "[[ammo_357_(GoldSrc)|357 clip]]"
:* 14: "[[weapon_rpg_(GoldSrc)|RPG]]"
:* 15: "[[ammo_rpgclip_(GoldSrc)|RPG Clip]]"
:* 16: "[[ammo_gaussclip_(GoldSrc)|Gauss clip]]"
:* 17: "[[weapon_handgrenade_(GoldSrc)|Hand grenade]]"
:* 18: "[[weapon_tripmine_(GoldSrc)|Tripmine]]"
:* 19: "[[weapon_satchel_(GoldSrc)|Satchel Charge]]"
:* 20: "[[weapon_snark_(GoldSrc)|Snark]]"
:* 21: "[[weapon_hornetgun_(GoldSrc)|Hornet Gun]]"
:{{note|In {{czds|2}}, this is a string instead, and can spawn most entities which start with {{code|ammo_}}, {{code|item_}}, or {{code|weapon_}}.}}
{{KV|Explode Magnitude <nowiki>(0=none)</nowiki>|intn=explodemagnitude|integer|Magnitude of explosion when broken. Will not explode if 0.}}
}}
<noinclude>
[[Category:Keyvalue Templates|breakable]]
</noinclude>

Latest revision as of 17:59, 13 May 2025

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