Template:KV EnvShooter: Difference between revisions

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m (Added to Keyvalue Templates category)
(Fixes + added bms stuff)
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{{minititle|EnvShooter}}
{{minititle|EnvShooter}}
{{KV|Model (shootmodel)|studio|Thing to shoot out. Can be an [[MDL]] or a [[VMT]].}}
{{KV|Model|intn=shootmodel|studio|Thing to shoot out. Can be an [[MDL]] or a [[VMT]].}}
{{KV|Material Sound (shootsounds)|choices|What sounds play when the gibs are interacted with (shooting, walking on, etc). See {{ent|$surfaceprop}}.}}
{{KV|Material Sound|intn=shootsounds|choices|What sounds play when the gibs are interacted with (shooting, walking on, etc). See {{ent|$surfaceprop}}.}}
:{| class=standard-table
:{| class=standard-table
! Value || Description
! Value || Description
Line 17: Line 17:
| <code>4</code> || Concrete
| <code>4</code> || Concrete
|}
|}
{{KV|[[Skin]] (skin)|int|Some models have multiple skins. This value selects from the index, starting with 0.}}
{{KV|[[Skin]]|intn=skin|int|Some models have multiple skins. This value selects from the index, starting with 0.}}
{{KV|Model Scale (scale)|float|Multiplies the size of the <code>gib</code> models. Physics will not be scaled up.}}
{{KV|Model Scale|intn=scale|float|Multiplies the size of the <code>gib</code> models. Physics will not be scaled up.}}
{{KV|Gib Gravity Scale (gibgravityscale)|float|Scale gravity so that gibs fall faster, slower, or not at all.}}
{{KV|Gib Gravity Scale|intn=gibgravityscale|float|Scale gravity so that gibs fall faster, slower, or not at all. Only for point gibs.}}
{{KV|Mass (massoverride)|float|since=episodic|Force gibs to be a certain mass. Default mass is 200.{{confirm}}}}<noinclude>[[Category:Keyvalue Templates|EnvShooter]]</noinclude>
{{KV|Mass|intn=massoverride|float|since=episodic|Force gibs to be a certain mass. Default mass is 200.{{confirm}}}}
{{KV|Blood Color|intn=massoverride|choices|only={{bms}}|Blood color for gibs. Appears when a gib touches world geometry.
*-1: None
*0: Red (Human)
*1: Yellow (Alien)
*2: Green (Alien)
*3: Grey (Mech)
{{note|No difference between last three. {{ModernConfirm|Can this be fixed ?}}
}}
{{note|This feature doesn't work with all models.}}
}}
{{KV|Explode on Impact|intn=touchkill|choices|only={{bms}}|If set to <code>Yes</code> - gib will explode when it touches world geometry.
*0: No
*1: Yes
}}
{{KV|Explode Damage|intn=gibdamage|float|only={{bms}}|The amount of damage the gib will do when exploding.}}
{{KV|Explode Sound|intn=gibsound|sound|only={{bms}}|Sound to play when gib exploding.}}
<noinclude>[[Category:Keyvalue Templates|EnvShooter]]</noinclude>

Revision as of 09:36, 18 June 2024

EnvShooter:

Model (shootmodel) <model path>
Thing to shoot out. Can be an MDL or a VMT.
Material Sound (shootsounds) <choices>
What sounds play when the gibs are interacted with (shooting, walking on, etc). See $surfaceprop.
Value Description
-1 None
0 Glass
1 Wood
2 Metal
3 Flesh
4 Concrete
Skin (skin) <integer>
Some models have multiple skins. This value selects from the index, starting with 0.
Model Scale (scale) <float>
Multiplies the size of the gib models. Physics will not be scaled up.
Gib Gravity Scale (gibgravityscale) <float>
Scale gravity so that gibs fall faster, slower, or not at all. Only for point gibs.
Mass (massoverride) <float> (in all games since Half-Life 2: Episode One Half-Life 2: Episode Two)
Force gibs to be a certain mass. Default mass is 200.[confirm]
Blood Color (massoverride) <choices> (only in Black Mesa)
Blood color for gibs. Appears when a gib touches world geometry.
  • -1: None
  • 0: Red (Human)
  • 1: Yellow (Alien)
  • 2: Green (Alien)
  • 3: Grey (Mech)
Note.pngNote:No difference between last three.
Confirm:Can this be fixed ?
Note.pngNote:This feature doesn't work with all models.
Explode on Impact (touchkill) <choices> (only in Black Mesa)
If set to Yes - gib will explode when it touches world geometry.
  • 0: No
  • 1: Yes
Explode Damage (gibdamage) <float> (only in Black Mesa)
The amount of damage the gib will do when exploding.
Explode Sound (gibsound) <sound> (only in Black Mesa)
Sound to play when gib exploding.