Template:KV BreakableBrush: Difference between revisions
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(actually this is about brushes) Tag: Undo |
(Remove confirm/note that it's used in HL1Port since it also works in css and probably every game) |
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{{KV|Precise Gib Direction|intn=gibdir|angle|An exact direction in which to throw gibs when breaking. Be sure to select "Use Precise Gib Dir" in '''Gibs Direction'''!}} | {{KV|Precise Gib Direction|intn=gibdir|angle|An exact direction in which to throw gibs when breaking. Be sure to select "Use Precise Gib Dir" in '''Gibs Direction'''!}} | ||
{{KV|Damaging it Doesn't Push It|intn=nodamageforces|boolean|When enabled the brush will move in response to damage. }} | {{KV|Damaging it Doesn't Push It|intn=nodamageforces|boolean|When enabled the brush will move in response to damage. }} | ||
{{KV|Gib Model|intn=gibmodel|studio| | {{KV|Gib Model|intn=gibmodel|studio|Specify a custom gib model to break into, overriding the '''Material Type'''.}} | ||
{{KV|Spawn On Break|intn=spawnobject|choices|When broken, an entity of the selected type will be created. {{note|Only these entities may be spawned. This can be fixed by modifying func_break.cpp.}}}} | {{KV|Spawn On Break|intn=spawnobject|choices|When broken, an entity of the selected type will be created. {{note|Only these entities may be spawned. This can be fixed by modifying func_break.cpp.}}}} | ||
{{Expand|title=Standard Choices|margin_left=2em| | {{Expand|title=Standard Choices|margin_left=2em| |
Revision as of 09:26, 28 November 2024
Breakable (brush):
- Prop Data (propdata) <choices>
- Set to the best approximation of the size and material of this entity's brushes. If set, this will override Strength and Material Type. If set, it will override this entity's health and damage taken from various weapons. See prop_data base types for what each entry specifies.
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- Strength/Health (health) <integer>
- The damage to take before breaking. The brush will not break from damage if this is 0.
- Material Type (material) <choices>
- Set to the material type of the brush. Decides what sounds to make when damaged, and what gibs to produce when broken.
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- Gibs Direction (explosion) <choices>
- Used to decide which direction to throw gibs when broken.
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- Precise Gib Direction (gibdir) <angle>
- An exact direction in which to throw gibs when breaking. Be sure to select "Use Precise Gib Dir" in Gibs Direction!
- Damaging it Doesn't Push It (nodamageforces) <boolean>
- When enabled the brush will move in response to damage.
- Gib Model (gibmodel) <model path>
- Specify a custom gib model to break into, overriding the Material Type.
- Spawn On Break (spawnobject) <choices>
- When broken, an entity of the selected type will be created.
Note:Only these entities may be spawned. This can be fixed by modifying func_break.cpp.
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- Explode Magnitude (explodemagnitude) <integer>
- If non-zero, when this entity breaks it will create an explosion that causes the specified amount of damage.
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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.
Who can break this? - 0: Everyone
- 1: All Infected
- 2: Only Tanks
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