Template:KV BreakableProp:zh-cn: Difference between revisions

From Valve Developer Community
Jump to navigation Jump to search
mNo edit summary
m (Change Template:Otherlang2 to Template:Lang and Move Category to zh-cn)
Line 1: Line 1:
<noinclude>添加<code>nohl2</code>以用于隐藏HL2的特定键值.</noinclude>{{minititle|BreakableProp}}
<noinclude>添加<code>nohl2</code>以用于隐藏HL2的特定键值.</noinclude>{{minititle|BreakableProp}}
{{KV|爆炸伤害(ExplodeDamage)|float|如不为0,当实体被破坏时将会产生特定伤害的爆炸.详见'''爆炸范围'''.}}
{{KV:zh-cn|爆炸伤害(ExplodeDamage)|float|如不为0,当实体被破坏时将会产生特定伤害的爆炸.详见'''爆炸范围'''.}}
{{KV|爆炸范围 (ExplodeRadius)|float|如不为0,当实体被破坏时将会对指定范围内造成爆炸伤害.详见'''爆炸伤害'''.}}<!--
{{KV:zh-cn|爆炸范围 (ExplodeRadius)|float|如不为0,当实体被破坏时将会对指定范围内造成爆炸伤害.详见'''爆炸伤害'''.}}<!--
-->{{#ifeq: {{{nohl2}}}|1||{{KV|被击打的声音(puntsound)|since=EP1|sound|当被重力枪击打时发出的音效.}}
-->{{#ifeq: {{{nohl2}}}|1||{{KV:zh-cn|被击打的声音(puntsound)|since=EP1|sound|当被重力枪击打时发出的音效.}}
| }}{{KV|模型破坏行为信息(BreakModelMessage)|string|"如果指定,会将指定的模型破坏行为信息代替正常的破坏行为." {{confirm|是否是Source SDK 2013的新功能...? 此功能不存在于Alien Swarm''或''Source 2007的代码里,但在Source 2013里出现了.是L4D的新功能?}}}}
| }}{{KV:zh-cn|模型破坏行为信息(BreakModelMessage)|string|"如果指定,会将指定的模型破坏行为信息代替正常的破坏行为." {{confirm|是否是Source SDK 2013的新功能...? 此功能不存在于Alien Swarm''或''Source 2007的代码里,但在Source 2013里出现了.是L4D的新功能?}}}}
{{KV Breakable}}<noinclude>[[Category:Keyvalue Templates|BreakableProp]]</noinclude>
{{KV Breakable}}<noinclude>[[Category:Keyvalue Templates:zh-cn|BreakableProp]]</noinclude>

Revision as of 23:43, 2 October 2021

添加nohl2以用于隐藏HL2的特定键值.BreakableProp:

爆炸伤害(ExplodeDamage) <float>
如不为0,当实体被破坏时将会产生特定伤害的爆炸.详见爆炸范围.
爆炸范围 (ExplodeRadius) <float>
如不为0,当实体被破坏时将会对指定范围内造成爆炸伤害.详见爆炸伤害.
被击打的声音(puntsound) <sound> (存在于自 Half-Life 2: Episode One 以来)
当被重力枪击打时发出的音效.
模型破坏行为信息(BreakModelMessage) <string>
"如果指定,会将指定的模型破坏行为信息代替正常的破坏行为."
Confirm:是否是Source SDK 2013的新功能...? 此功能不存在于Alien SwarmSource 2007的代码里,但在Source 2013里出现了.是L4D的新功能?

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.