Template:KV BreakableProp: Difference between revisions

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m (Fix internal name format)
m (fix typo "Explodsion")
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<noinclude>Add <code>nohl2</code> to hide the hl2-specific KV.</noinclude>{{minititle|BreakableProp}}
<noinclude>Add <code>nohl2</code> to hide the hl2-specific KV.</noinclude>{{minititle|BreakableProp}}
{{KV|Explosion Damage|intn=ExplodeDamage|float|If non-zero, when this entity breaks it will create an explosion that causes the specified amount of damage. See also '''Explosion Radius'''.}}
{{KV|Explosion Damage|intn=ExplodeDamage|float|If non-zero, when this entity breaks it will create an explosion that causes the specified amount of damage. See also '''Explosion Radius'''.}}
{{KV|Explodsion Radius|intn=ExplodeRadius|float|If non-zero, when this entity breaks it will create an explosion with a radius of the specified amount. See also '''Explosion Damage'''.}}<!--
{{KV|Explosion Radius|intn=ExplodeRadius|float|If non-zero, when this entity breaks it will create an explosion with a radius of the specified amount. See also '''Explosion Damage'''.}}<!--
-->{{#ifeq: {{{nohl2}}}|1||{{KV|Sound to make when punted|intn=puntsound|since=EP1|sound|Sound to make when punted by gravity gun.}}
-->{{#ifeq: {{{nohl2}}}|1||{{KV|Sound to make when punted|intn=puntsound|since=EP1|sound|Sound to make when punted by gravity gun.}}
| }}{{KV|Break Model Message|intn=BreakModelMessage|string|"If set, will use this break model message instead of the normal break behavior." {{confirm|Is this new with Source SDK 2013...? It isn't in Alien Swarm ''or'' 2007 code but is in 2013. New with L4D?}}}}
| }}{{KV|Break Model Message|intn=BreakModelMessage|string|"If set, will use this break model message instead of the normal break behavior." {{confirm|Is this new with Source SDK 2013...? It isn't in Alien Swarm ''or'' 2007 code but is in 2013. New with L4D?}}}}
{{KV Breakable}}<noinclude>[[Category:Keyvalue Templates|BreakableProp]]</noinclude>
{{KV Breakable}}<noinclude>[[Category:Keyvalue Templates|BreakableProp]]</noinclude>

Revision as of 16:26, 6 September 2021

Add nohl2 to hide the hl2-specific KV.BreakableProp:

Explosion Damage (ExplodeDamage) <float>
If non-zero, when this entity breaks it will create an explosion that causes the specified amount of damage. See also Explosion Radius.
Explosion Radius (ExplodeRadius) <float>
If non-zero, when this entity breaks it will create an explosion with a radius of the specified amount. See also Explosion Damage.
Sound to make when punted (puntsound) <sound> (in all games since Half-Life 2: Episode One)
Sound to make when punted by gravity gun.
Break Model Message (BreakModelMessage) <string>
"If set, will use this break model message instead of the normal break behavior."
Confirm:Is this new with Source SDK 2013...? It isn't in Alien Swarm or 2007 code but is in 2013. New with L4D?

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.