Template:KV BreakableBrush: Difference between revisions

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{{KV Targetname}}
{{ScrollBox|title=BreakableBrush|noscroll=true|
* {{KV Shadow}}
; Prop Data <code><choices></code>
* {{KV Breakable}}
: Set to the best approximation of the size and material of this entity's brushes. If set, this will override ''Strength'' and ''Material Type''. See [[prop_data base types]] for what each entry specifies.
* {{KV Parentname}}
<div style<nowiki>=</nowiki>"column-count:2;-moz-column-count:2;margin-left:2em;width:25em;">
* {{KV Global}}
*None
* '''[[propdata]]'''
*Wooden.Tiny
: <choices> Set to the best approximation of the size and material of this entity's brushes. If set, it will override this entity's health and damage taken from various weapons. See the propdata.txt file in the scripts directory of your MOD to get a detailed list of what each entry specifies.
*Wooden.Small
:{|
*Wooden.Medium
! Literal Value || Description
*Wooden.Large
|-
*Wooden.Huge
| 0 || None
*Metal.Small
|-
*Metal.Medium
| 1 || Wooden.Tiny
*Metal.Large
|-
*Cardboard.Small
| 2 || Wooden.Small
*Cardboard.Medium
|-
*Cardboard.Large
| 3 || Wooden.Medium
*Stone.Small
|-
*Stone.Medium
| 4 || Wooden.Large
*Stone.Large
|-
*Stone.Huge
| 5 || Wooden.Huge
*Glass.Small
|-
*Plastic.Small
| 6 || Metal.Small
*Plastic.Medium
|-
*Plastic.Large
| 7 || Metal.Medium
*Pottery.Small
|-
*Pottery.Medium
| 8 || Metal.Large
*Pottery.Large
|-
*Pottery.Huge
| 9 || Cardboard.Small
*Glass.Window
|-
</div>
| 10 || Cardboard.Medium
; Strength <code><[[int]]></code>
|-
: The damage to take before breaking. The brush will not break if this is 0.
| 11 || Cardboard.Large
; Material Type <code><choices></code>
|-
: Decides what sounds to make when damaged, and what gibs to produce when broken.
| 12 || Stone.Small
:* Glass
|-
:* Wood
| 13 || Stone.Medium
:* Metal
|-
:* Flesh
| 14 || Stone.Large
:* CinderBlock
|-
:* Ceiling Tile
| 15 || Stone.Huge
:* Computer
|-
:* Unbreakable Glass
| 16 || Glass.Small
:* Rocks
|-
; Gibs Direction <code><choices></code>
| 17 || Plastic.Small
: Which direction to throw gibs in when broken.
|-
:* Random
| 18 || Plastic.Medium
:* Relative to Attack
|-
:* Use Precise Gib Dir
| 19 || Plastic.Large
; Precise Gib Direction <code><[[Angle]]></code>
|-
: An exact direction in which to throw gibs when breaking. Be sure to select "Use Precise Gib Dir" in ''Gibs Direction''!
| 20 || Pottery.Small
; Damaging it Doesn't Push It <code><[[bool]]></code>
|-
: When enabled the brush will move in response to damage.
| 21 || Pottery.Medium
; Spawn On Break <code><choices></code>
|-
: When broken, an entity of the selected type will be created.
| 22 || Pottery.Large
:* item_battery
|-
:* item_healthkit
| 23 || Pottery.Huge
:* item_ammo_pistol
|-
:* item_ammo_pistol_large
| 24 || Glass.Window
:* item_ammo_smg1
|}
:* item_ammo_smg1_large
* '''[[propdata|health]]'''
:* item_ammo_ar2
: <integer> Number of points of damage to take before breaking. Will not break if set to 0.
:* item_ammo_ar2_large
* '''[[propdata|material]]'''
:* item_box_buckshot
: <choices> Set to the material type of the brush. Used to decide what sounds to make when damaged, and what gibs to produce when broken.
:* item_smg1_grenade
:{|
:* item_box_sniper_rounds
! Literal Value || Description
:* weapon_stunstick
|-
:* weapon_ar2
| 0 || Glass
:* weapon_smg1
|-
:* weapon_slam
| 1 || Wood
:* weapon_shotgun
|-
:* item_dynamic_resupply
| 2 || Metal
; Explode Magnitude <code><int></code>
|-
: If non-zero, when this entity breaks it will create an explosion that causes the specified amount of damage. {{confirm|Damage radius is proportional to magnitude.}}
| 3 || Flesh
; Pressure Delay <code><float></code>
|-
: A delay, in seconds, that the prop will wait between reaching 0 health and breaking. Allows for pressure/straining sound to play.
| 4 || CinderBlock
{{KV Global}}
|-
{{KV Parentname}}
| 5 || Ceiling Tile
{{KV Breakable}}
|-
}}
| 6 || Computer
|-
| 7 || Unbreakable Glass
|-
| 8 || Rocks
|}
* '''[[propdata|explosion]]'''
: <choices> Used to decide which direction to throw gibs when broken.
:{|
! Literal Value || Description
|-
| 0 || Random
|-
| 1 || Relative to Attack
|-
| 2 || Use Precise Gib Dir
|}
* '''[[propdata|gibdir]]'''
: <angle> Specifies the direction to throw gibs when this breakable breaks. Be sure to select ''Use Precise Gib Dir'' in the ''Gibs Direction'' (''explosion'') field!
* '''nodamageforces'''
: {{boolean}} Used to determine whether or not damage should cause the brush to move.
* '''gibmodel'''
: <studio> Used by HL1Port to specify a custom gib model to break into, overriding the ''Material Type'' (''material'').
* '''spawnobject'''
: <choices> When broken, an entity of the selected type will be created.
:{|
! Literal Value || Description
|-
| 1 || item_battery
|-
| 2 || item_healthkit
|-
| 3 || item_ammo_pistol
|-
| 4 || item_ammo_pistol_large
|-
| 5 || item_ammo_smg1
|-
| 6 || item_ammo_smg1_large
|-
| 7 || item_ammo_ar2
|-
| 8 || item_ammo_ar2_large
|-
| 9 || item_box_buckshot
|-
| 13 || item_smg1_grenade
|-
| 14 || item_box_sniper_rounds
|-
| 16 || weapon_stunstick
|-
| 18 || weapon_ar2
|-
| 21 || weapon_smg1
|-
| 23 || weapon_slam
|-
| 24 || weapon_shotgun
|-
| 26 || item_dynamic_resupply
|}
* '''[[propdata|explodemagnitude]]''' <integer>
: If non-zero, when this entity breaks it will create an explosion that causes the specified amount of damage.
* '''pressuredelay'''
: <float> Delay, in seconds, after 'broken' by pressure before breaking apart (allows for sound to play before breaking apart).
* {{KV RenderFields}}
*'''disablereceiveshadows'''
: {{boolean}}

Revision as of 14:35, 24 October 2009

BreakableBrush:
Prop Data <choices>
Set to the best approximation of the size and material of this entity's brushes. If set, this will override Strength and Material Type. See prop_data base types for what each entry specifies.
  • None
  • Wooden.Tiny
  • Wooden.Small
  • Wooden.Medium
  • Wooden.Large
  • Wooden.Huge
  • Metal.Small
  • Metal.Medium
  • Metal.Large
  • Cardboard.Small
  • Cardboard.Medium
  • Cardboard.Large
  • Stone.Small
  • Stone.Medium
  • Stone.Large
  • Stone.Huge
  • Glass.Small
  • Plastic.Small
  • Plastic.Medium
  • Plastic.Large
  • Pottery.Small
  • Pottery.Medium
  • Pottery.Large
  • Pottery.Huge
  • Glass.Window
Strength <int>
The damage to take before breaking. The brush will not break if this is 0.
Material Type <choices>
Decides what sounds to make when damaged, and what gibs to produce when broken.
  • Glass
  • Wood
  • Metal
  • Flesh
  • CinderBlock
  • Ceiling Tile
  • Computer
  • Unbreakable Glass
  • Rocks
Gibs Direction <choices>
Which direction to throw gibs in when broken.
  • Random
  • Relative to Attack
  • Use Precise Gib Dir
Precise Gib Direction <Angle>
An exact direction in which to throw gibs when breaking. Be sure to select "Use Precise Gib Dir" in Gibs Direction!
Damaging it Doesn't Push It <bool>
When enabled the brush will move in response to damage.
Spawn On Break <choices>
When broken, an entity of the selected type will be created.
  • item_battery
  • item_healthkit
  • item_ammo_pistol
  • item_ammo_pistol_large
  • item_ammo_smg1
  • item_ammo_smg1_large
  • item_ammo_ar2
  • item_ammo_ar2_large
  • item_box_buckshot
  • item_smg1_grenade
  • item_box_sniper_rounds
  • weapon_stunstick
  • weapon_ar2
  • weapon_smg1
  • weapon_slam
  • weapon_shotgun
  • item_dynamic_resupply
Explode Magnitude <int>
If non-zero, when this entity breaks it will create an explosion that causes the specified amount of damage.
Confirm:Damage radius is proportional to magnitude.
Pressure Delay <float>
A delay, in seconds, that the prop will wait between reaching 0 health and breaking. Allows for pressure/straining sound to play.
Global:
Global Entity Name (globalname) <string>
Name by which this entity is linked to another entity in a different map. When the player transitions to a new map, entities in the new map with globalnames matching entities in the previous map will have the previous map's state copied over their state.
Parentname:
Parent (parentname) <targetname>
Specifies a movement parent. An entity will maintain its initial offset from its parent. An attachment point can be added to the end of the name, separated by a comma.

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.