Template:KV DynamicProp: Difference between revisions

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(Three-part solution, part 1: Removed globalname, parentname, solid. Added targetname and temp "Ex-Ex-Per" values.)
(Solution part 3: Broke template and reordered.)
Line 1: Line 1:
{{kv targetname}}
{{kv targetname}}
*{{kv breakableprop}}
*{{kv angles}}
 
*'''fademindist'''
:<float> Distance at which the prop starts to fade (<0 = use fademaxdist).
*'''fademaxdist'''
:<float> Max fade distance at which the prop is visible (0 = don't fade out).
*'''fadescale'''
:<float> If you specify a fade in the worldspawn, or if the engine is running under dx7, 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.
 
*'''DefaultAnim'''
*'''DefaultAnim'''
:<string> The name of the idle animation that this prop will revert to whenever it finishes a random or forced animation.
:<string> The name of the idle animation that this prop will revert to whenever it finishes a random or forced animation.
Line 16: Line 24:
*'''MaxAnimTime'''
*'''MaxAnimTime'''
:<float> Maximum time between random animations.
:<float> Maximum time between random animations.
*'''fademindist'''
 
:<float> Distance at which the prop starts to fade (<0 = use fademaxdist).
*{{kv studiomodel}}
*'''fademaxdist'''
*{{kv damagefilter}}
:<float> Max fade distance at which the prop is visible (0 = don't fade out).
 
*'''fadescale'''
:<float> If you specify a fade in the worldspawn, or if the engine is running under dx7, 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.
*'''ExplodeDamage'''
*'''ExplodeDamage'''
:
:
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*'''PerformanceMode'''
*'''PerformanceMode'''
:
:
*'''pressuredelay'''
: <float> Delay, in seconds, after 'broken' by pressure before breaking apart (allows for sound to play before breaking apart).
*{{kv DXLevelChoice}}

Revision as of 07:07, 12 March 2006

Template:Kv targetname

  • fademindist
<float> Distance at which the prop starts to fade (<0 = use fademaxdist).
  • fademaxdist
<float> Max fade distance at which the prop is visible (0 = don't fade out).
  • fadescale
<float> If you specify a fade in the worldspawn, or if the engine is running under dx7, 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.
  • DefaultAnim
<string> The name of the idle animation that this prop will revert to whenever it finishes a random or forced animation.
  • RandomAnimation
<choices> Randomly Animate.
Literal value Description
0 No
1 Yes
  • MinAnimTime
<float> Minimum time between random animations.
  • MaxAnimTime
<float> Maximum time between random animations.
  • ExplodeDamage
  • ExplodeRadius
  • PerformanceMode
  • pressuredelay
<float> Delay, in seconds, after 'broken' by pressure before breaking apart (allows for sound to play before breaking apart).