Prop fuel barrel: Difference between revisions

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(-added class hierarchy, cleanup)
(-entity template)
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{{CD|CFuelBarrelProp}}
{{CD|CFuelBarrelProp}}
{{l4d series point|prop_fuel_barrel}} This is a special destructible physics prop that blows up in several stages when shot.
{{entity|type=e0|series=Left 4 Dead|prop_fuel_barrel}} This is a special destructible physics prop that blows up in several stages when shot.


== Flags ==
== Flags ==

Revision as of 11:43, 3 August 2023

C++ Class hierarchy
CFuelBarrelProp
CPhysicsProp
CBreakableProp
CBaseProp
CBaseAnimating
CBaseEntity

Template:Entity This is a special destructible physics prop that blows up in several stages when shot.

Flags

Start Asleep : [1]

Keyvalues

World Model (model) <string>
The model this entity should appear as. 128-character limit.
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.