Template:KV BreakableBrush: Difference between revisions

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m (Robot: fixing template case.)
m (Robot: fixing template case.)
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{{kv targetname}}
{{KV Targetname}}
* {{KV Shadow}}
* {{KV Shadow}}
* {{KV Breakable}}
* {{KV Breakable}}

Revision as of 19:56, 19 January 2009

Name (targetname) <string>[ Edit ]
The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g. parentname or target).
Also displayed in Hammer's 2D views and Entity Report.
See also:  Generic Keyvalues, Inputs and Outputs available to all entities

  • Shadow:
Disable Shadows (disableshadows) <boolean>
Prevents the entity from creating cheap render-to-texture shadows, or lightmap shadows if the entity is a prop_static. Does not affect shadow mapping.
Disable Receiving Shadows (disablereceiveshadows) <boolean>
Prevent the entity from receiving dynamic shadows on itself.
Shadow Cast Distance (shadowcastdist) <integer> !FGD
Sets how far the entity casts dynamic shadows. 0 means default distance from the shadow_control entity.
Disable Shadow Depth (disableshadowdepth) <boolean> (in all games since Portal 2)
Used to disable rendering into shadow depth (for projected textures) for this entity.
Disable flashlight (disableflashlight) <boolean> (in all games since Portal 2)
Used to disable projected texture lighting and shadows on this entity.
Projected Texture Cache (shadowdepthnocache) <integer choices> (in all games since Portal 2)
Used to hint projected texture system whether it is sufficient to cache shadow volume of this entity or to force render it every frame instead.
Choices
  • 0 : Default
  • 1 : No cache - render every frame
  • 2 : Cache it - render only once
  • 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.
Parentname:
Parent (parentname) <targetname>
Specifies a movement parent. An entity will maintain its initial offset from its parent. An attachment point can be added to the end of the name, separated by a comma.
Global:
Global Entity Name (globalname) <string>
Name by which this entity is linked to another entity in a different map. When the player transitions to a new map, entities in the new map with globalnames matching entities in the previous map will have the previous map's state copied over their state.
<choices> Set to the best approximation of the size and material of this entity's brushes. If set, it will override this entity's health and damage taken from various weapons. See the propdata.txt file in the scripts directory of your MOD to get a detailed list of what each entry specifies.
Literal Value Description
0 None
1 Wooden.Tiny
2 Wooden.Small
3 Wooden.Medium
4 Wooden.Large
5 Wooden.Huge
6 Metal.Small
7 Metal.Medium
8 Metal.Large
9 Cardboard.Small
10 Cardboard.Medium
11 Cardboard.Large
12 Stone.Small
13 Stone.Medium
14 Stone.Large
15 Stone.Huge
16 Glass.Small
17 Plastic.Small
18 Plastic.Medium
19 Plastic.Large
20 Pottery.Small
21 Pottery.Medium
22 Pottery.Large
23 Pottery.Huge
24 Glass.Window
<integer> Number of points of damage to take before breaking. Will not break if set to 0.
<choices> Set to the material type of the brush. Used to decide what sounds to make when damaged, and what gibs to produce when broken.
Literal Value Description
0 Glass
1 Wood
2 Metal
3 Flesh
4 CinderBlock
5 Ceiling Tile
6 Computer
7 Unbreakable Glass
8 Rocks
<choices> Used to decide which direction to throw gibs when broken.
Literal Value Description
0 Random
1 Relative to Attack
2 Use Precise Gib Dir
<angle> Specifies the direction to throw gibs when this breakable breaks. Be sure to select Use Precise Gib Dir in the Gibs Direction (explosion) field!
  • nodamageforces
<boolean> Used to determine whether or not damage should cause the brush to move.
  • gibmodel
<studio> Used by HL1Port to specify a custom gib model to break into, overriding the Material Type (material).
  • spawnobject
<choices> When broken, an entity of the selected type will be created.
Literal Value Description
1 item_battery
2 item_healthkit
3 item_ammo_pistol
4 item_ammo_pistol_large
5 item_ammo_smg1
6 item_ammo_smg1_large
7 item_ammo_ar2
8 item_ammo_ar2_large
9 item_box_buckshot
13 item_smg1_grenade
14 item_box_sniper_rounds
16 weapon_stunstick
18 weapon_ar2
21 weapon_smg1
23 weapon_slam
24 weapon_shotgun
26 item_dynamic_resupply
If non-zero, when this entity breaks it will create an explosion that causes the specified amount of damage.
  • pressuredelay
<float> Delay, in seconds, after 'broken' by pressure before breaking apart (allows for sound to play before breaking apart).
  • RenderFields:


Render Mode (rendermode) <byte choices>
Set a non-standard rendering mode on this entity.
Render Modes
  • 0: Normal
  • 1: Color
  • 2: Texture
  • 3: Glow
  • 4: Solid/Alphatest Obsolete
  • 5: Additive
  • 6: Removed, does nothing Obsolete
  • 7: Additive Fractional Frame
  • 8: Alpha Add
  • 9: World Space Glow
  • 10: Don't Render
Render FX (renderfx) <byte choices>
Various somewhat legacy alpha effects. See render effects.
Render Amount / Transparency (renderamt) <byte>
Transparency amount, requires a Render Mode other than Normal. 0 is invisible, 255 is fully visible.
Render Color (R G B) (rendercolor) <color255>
Color tint.
  • disablereceiveshadows
<boolean>