Prop fuel barrel: Difference between revisions
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{{CD|CFuelBarrelProp}} | |||
{{l4d series point|prop_fuel_barrel}} This is a special destructible physics prop that blows up in several stages when shot. | {{l4d series point|prop_fuel_barrel}} This is a special destructible physics prop that blows up in several stages when shot. | ||
== Flags == | == Flags == | ||
{{fl|1|Start Asleep}} | |||
== | == 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}} | |||
== | {{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.}} |
Revision as of 15:06, 12 November 2022
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CFuelBarrelProp |
Template:L4d series point This is a special destructible physics prop that blows up in several stages when shot.
Flags
- Start Asleep : [1]
Keyvalues
- 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.