Template:Hl1 kv breakable: Difference between revisions
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{{KV|Target on break|intn=target|target_destination|The [[targetname]] of the entity to be targeted when this entity breaks.}} | {{KV|Target on break|intn=target|target_destination|The [[targetname]] of the entity to be targeted when this entity breaks.}} | ||
{{KV|Strength|intn=health|integer|Amount of damage to take before breaking.}} | {{KV|Strength|intn=health|integer|Amount of damage to take before breaking.}} | ||
{{KV|Material Type|intn=material|choices| | {{KV|Material Type|intn=material|integer choices|Material to use for sounds and gibs. {{expand|title=Standard choices|margin_left=2em| | ||
* 0: "Glass" | |||
* 1: "Wood" | |||
* 2: "Metal" | |||
* 3: "Flesh" | |||
* 4: "Cinder Block" | |||
* 5: "Ceiling Tile" | |||
* 6: "Computer" | |||
* 7: "Unbreakable Glass" | |||
* 8: "Rocks"}} | |||
:* 8: " | {{expand|title={{czds|4}} choices|margin_left=2em| | ||
* 0: "Glass" | |||
* 1: "Wood" | |||
* 2: "Metal" | |||
* 3: "Flesh" | |||
* 4: "Brick" | |||
* 5: "Tile" | |||
* 6: "Computer" | |||
* 7: "Bulletproof Glass" | |||
* 8: "Stone" | |||
* 9: "None" | |||
* 10: "Vine" | |||
* 11: "Last Material" {{clarify}} | |||
}} }} | |||
{{KV|Gibs Direction|intn=explosion|choices| | {{KV|Gibs Direction|intn=explosion|choices| | ||
: Whether gibs should fly in a random direction or relative to the attack that broke this entity. | : Whether gibs should fly in a random direction or relative to the attack that broke this entity. | ||
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:* 19: "[[weapon_satchel_(GoldSrc)|Satchel Charge]]" | :* 19: "[[weapon_satchel_(GoldSrc)|Satchel Charge]]" | ||
:* 20: "[[weapon_snark_(GoldSrc)|Snark]]" | :* 20: "[[weapon_snark_(GoldSrc)|Snark]]" | ||
:* 21: "[[weapon_hornetgun_(GoldSrc)|Hornet Gun]]"}} | :* 21: "[[weapon_hornetgun_(GoldSrc)|Hornet Gun]]" | ||
:{{note|In {{czds|2}}, this is a string instead, and can spawn most entities which start with {{code|ammo_}}, {{code|item_}}, or {{code|weapon_}}.}} | |||
{{KV|Explode Magnitude <nowiki>(0=none)</nowiki>|intn=explodemagnitude|integer|Magnitude of explosion when broken. Will not explode if 0.}} | {{KV|Explode Magnitude <nowiki>(0=none)</nowiki>|intn=explodemagnitude|integer|Magnitude of explosion when broken. Will not explode if 0.}} | ||
}} | }} |
Revision as of 10:48, 16 September 2024
- Name (targetname) <string>
- The targetname that other entities refer to this entity by.
- Global Entity Name (globalname) <string>
- Name to identify entity accross level transitions. Entities with the same global name will have the same status accross maps.
{{ScrollBox|title=Breakable|noscroll=1|
- Target on break (target) <targetname>
- The targetname of the entity to be targeted when this entity breaks.
- Strength (health) <integer>
- Amount of damage to take before breaking.
- Material Type (material) <integer choices>
- Material to use for sounds and gibs. {| class="mw-collapsible mw-collapsed" style="background:rgba(0,0,0,0.05) ;float:no;margin-bottom:1em;margin-left:2em;padding-right:0.5em;border:1px solid rgba(255,255,255,0.1); border-left:solid 1px #8bb9e0; padding-left:1em;"
|+ style="text-align:left; white-space:nowrap; font-weight:bold; color:#ddd; " | Standard choices |
- 0: "Glass"
- 1: "Wood"
- 2: "Metal"
- 3: "Flesh"
- 4: "Cinder Block"
- 5: "Ceiling Tile"
- 6: "Computer"
- 7: "Unbreakable Glass"
- 8: "Rocks"
|}
|
- Gibs Direction (explosion) <choices>
- Whether gibs should fly in a random direction or relative to the attack that broke this entity.
- 0: "Random"
- 1: "Relative to Attack"
- Delay before fire (delay) <integer>
- Time in seconds after breaking before targeting the "Target on break" entity.
- Gib model (gibmodel) <model path>
- Model to use for gibs spawned when broken instead of default, material dependent gibs. Relative to mod folder.
- Spawn on break (spawnobject) <choices>
- Item to spawn when broken.
- 0: "Nothing"
- 1: "Battery"
- 2: "Healthkit"
- 3: "9mm Handgun"
- 4: "9mm Clip"
- 5: "Machine Gun"
- 6: "Machine Gun Clip"
- 7: "Machine Gun Grenades"
- 8: "Shotgun"
- 9: "Shotgun Shells"
- 10: "Crossbow"
- 11: "Crossbow Bolts"
- 12: "357"
- 13: "357 clip"
- 14: "RPG"
- 15: "RPG Clip"
- 16: "Gauss clip"
- 17: "Hand grenade"
- 18: "Tripmine"
- 19: "Satchel Charge"
- 20: "Snark"
- 21: "Hornet Gun"
Note:In
Condition Zero Deleted Scenes, this is a string instead, and can spawn most entities which start with ammo_, item_, or weapon_.
- Explode Magnitude (0=none) (explodemagnitude) <integer>
- Magnitude of explosion when broken. Will not explode if 0.