Template:KV Breakable: Difference between revisions
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{{ScrollBox|title=Breakable| | |||
; Explosion Damage <code><[[float]]></code> | |||
; Explosion Radius <code><float></code> | |||
: If both values are non-zero, when the entity breaks it will create an explosion causing the specified amount of damage over the specified radius. | |||
; Performance Mode <code><choices></code> | |||
: Used to limit the amount of gibs produced when this entity breaks, for performance reasons. | |||
:* Normal | |||
:* Limit Gibs | |||
:* Full Gibs on All Platforms | |||
{{KV DamageFilter}} | {{KV DamageFilter}} | ||
{{KV Shadow}} | |||
{{KV Targetname}} | |||
}} | |||
Revision as of 10:08, 20 July 2009
Breakable:
- Explosion Damage
<float>
- Explosion Radius
<float>
- If both values are non-zero, when the entity breaks it will create an explosion causing the specified amount of damage over the specified radius.
- Performance Mode
<choices>
- Used to limit the amount of gibs produced when this entity breaks, for performance reasons.
- Normal
- Limit Gibs
- Full Gibs on All Platforms
DamageFilter:
- Damage Filter (damagefilter) <targetname>
- Name of the filter_damage_type entity that controls which entities can damage us.
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
)
- Used to disable rendering into shadow depth (for projected textures) for this entity.
- Disable flashlight (disableflashlight) <boolean> (in all games since
)
- Used to disable projected texture lighting and shadows on this entity.
- Projected Texture Cache (shadowdepthnocache) <integer choices> (in all games since
)
- 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
- Name (targetname) <string>[ Edit ]
- The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g.
parentname
ortarget
).
Also displayed in Hammer's 2D views and Entity Report.See also: Generic Keyvalues, Inputs and Outputs available to all entities