Template:KV Breakable: Difference between revisions

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(These are found in Black Mesa datamaps.)
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{{KV|Explosion Particle|nofgd=1|only={{bms}}|intn=explosion_particle|string|A particle system to use when this entity explodes.}}
{{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 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.}}
{{KV|Explosion Attachment Point|nofgd=1|only={{bms}}|intn=explosion_attachment|string|An attachment point to use for custom explosion particle system.
{{KV|Explosion Sound Script|nofgd=1|only={{bms}}|intn=explosion_soundscript|sound|A sound script to use when this entity explodes.}}
{{note|Only for [[model entities]], even despite the fact that this is also present in [[brush entities]].}}
{{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.}}
}}
{{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.
Breakable By (BreakableType) <choices> (only in Left 4 Dead seriesLeft 4 Dead series)
Who can break this?
  • 0: Everyone
  • 1: All Infected
  • 2: Only Tanks
Non-Valve games Black Mesa
Enable Explosion Override (explosion_override) <choices> (only in Black Mesa) !FGD
Enable/disable explosion parameters override (explosion_particle, explosion_particle_liquid, explosion_attachment, explosion_soundscript and explosion_soundscript_liquid).
  • 0: No
  • 1: Yes
Explosion Particle (explosion_particle) <string> (only in Black Mesa) !FGD
A particle system to use when this entity explodes.
Explosion Particle Underwater (explosion_particle_liquid) <string> (only in Black Mesa) !FGD
A particle system to use when this entity explodes in water.
Explosion Attachment Point (explosion_attachment) <string> (only in Black Mesa) !FGD
An attachment point to use for custom explosion particle system.
Note.pngNote:Only for model entities, even despite the fact that this is also present in brush entities.
Explosion Sound Script (explosion_soundscript) <sound> (only in Black Mesa) !FGD
A sound script to use when this entity explodes.
Explosion Sound Script Underwater (explosion_soundscript_liquid) <sound> (only in Black Mesa) !FGD
A sound script to use when this entity explodes in water.
Icon-Important.pngImportant:Both explosion_soundscript and explosion_soundscript_liquid require a sound script, a raw sound file will not work.