Template:KV Breakable: Difference between revisions
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{{ScrollBox|title=Breakable| | {{ScrollBox|title=Breakable| | ||
{{KV|Explosion Damage|float|If non-zero, when this entity breaks it will create an explosion that causes the specified amount of damage. See also 'Explosion Radius'.}} | |||
{{KV|Explosion Radius|float|If non-zero, when this entity breaks it will create an explosion with a radius of the specified amount. See also 'Explosion Damage'.}} | |||
{{KV|Performance Mode|choices|Used to limit the amount of gibs produced when this entity breaks, for performance reasons.}} | |||
:* 0 : Normal | |||
:* 1 : No Gibs | |||
:* Normal | :* 2 : Full Gibs on All Platforms | ||
:* | :* 3 : Reduced gibs | ||
:* Full Gibs on All Platforms | {{KV Targetname}} | ||
{{KV DamageFilter}} | {{KV DamageFilter}} | ||
{{KV Shadow}} | {{KV Shadow}} | ||
{{KV | {{KV Reflection}} | ||
}} | }}<noinclude> | ||
[[Category:Keyvalue Templates|Breakable]] | |||
</noinclude> |
Revision as of 11:50, 9 June 2011
Breakable:
- Explosion Damage ([todo internal name (i)]) <float>
- If non-zero, when this entity breaks it will create an explosion that causes the specified amount of damage. See also 'Explosion Radius'.
- Explosion Radius ([todo internal name (i)]) <float>
- If non-zero, when this entity breaks it will create an explosion with a radius of the specified amount. See also 'Explosion Damage'.
- Performance Mode ([todo internal name (i)]) <choices>
- Used to limit the amount of gibs produced when this entity breaks, for performance reasons.
- 0 : Normal
- 1 : No Gibs
- 2 : Full Gibs on All Platforms
- 3 : Reduced gibs
- 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
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