Template:KV BreakableBrush: Difference between revisions

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{{KV|Material Type|choices|Set to the material type of the brush. Decides what sounds to make when damaged, and what gibs to produce when broken.}}
{{KV|Material Type|choices|Set to the material type of the brush. Decides what sounds to make when damaged, and what gibs to produce when broken.}}
{{ColumnBox|count=3|margin=2em|
{{ColumnBox|count=3|margin=2em|
* Glass
* Glass - As stated, uses glass gibs and sounds. Gibs may not match with material used.
* Wood
* Wood - As stated, uses wood gibs and sounds. Gibs may not match with material used, and may be too big for certain funcs.
* Metal
* Metal - As stated, uses metal gibs and sounds. Gibs are very small, and evidently made for vents. May not match material.
* Flesh
* Flesh - Uses HL1 gib death sounds and wood gibs. Not much practicality for this type unless one is making a meat slab (With proper gibs, of course).
* CinderBlock
* CinderBlock - Uses concrete gibs and sounds. Gibs may not match with material and be too big for the brush.
* Ceiling Tile
* Ceiling Tile - Uses tile sounds, wood gibs and HL1 plaster gib death sound.
* Computer
* Computer - Uses spark sounds and wood gibs, coupled with an HL1 gib death sound.
* Unbreakable Glass
* Unbreakable Glass - Uses glass sounds. Using this material type overrides any Strength value previously set to 0, making it unbreakable.
* Rocks
* Rocks - Uses concrete gibs and sounds. Gibs may not match with material, and don't even look like rocks to begin with.
}}
}}
{{KV|Gibs Direction|choices|Used to decide which direction to throw gibs when broken.}}
{{KV|Gibs Direction|choices|Used to decide which direction to throw gibs when broken.}}

Revision as of 15:28, 3 July 2011

BreakableBrush:
Prop Data ([todo internal name (i)]) <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.
  • None
  • Wooden.Tiny
  • Wooden.Small
  • Wooden.Medium
  • Wooden.Large
  • Wooden.Huge
  • Metal.Small
  • Metal.Medium
  • Metal.Large
  • Cardboard.Small
  • Cardboard.Medium
  • Cardboard.Large
  • Stone.Small
  • Stone.Medium
  • Stone.Large
  • Stone.Huge
  • Glass.Small
  • Plastic.Small
  • Plastic.Medium
  • Plastic.Large
  • Pottery.Small
  • Pottery.Medium
  • Pottery.Large
  • Pottery.Huge
  • Glass.Window
Strength ([todo internal name (i)]) <integer>
The damage to take before breaking. The brush will not break from damage if this is 0.
Material Type ([todo internal name (i)]) <choices>
Set to the material type of the brush. Decides what sounds to make when damaged, and what gibs to produce when broken.
  • Glass - As stated, uses glass gibs and sounds. Gibs may not match with material used.
  • Wood - As stated, uses wood gibs and sounds. Gibs may not match with material used, and may be too big for certain funcs.
  • Metal - As stated, uses metal gibs and sounds. Gibs are very small, and evidently made for vents. May not match material.
  • Flesh - Uses HL1 gib death sounds and wood gibs. Not much practicality for this type unless one is making a meat slab (With proper gibs, of course).
  • CinderBlock - Uses concrete gibs and sounds. Gibs may not match with material and be too big for the brush.
  • Ceiling Tile - Uses tile sounds, wood gibs and HL1 plaster gib death sound.
  • Computer - Uses spark sounds and wood gibs, coupled with an HL1 gib death sound.
  • Unbreakable Glass - Uses glass sounds. Using this material type overrides any Strength value previously set to 0, making it unbreakable.
  • Rocks - Uses concrete gibs and sounds. Gibs may not match with material, and don't even look like rocks to begin with.
Gibs Direction ([todo internal name (i)]) <choices>
Used to decide which direction to throw gibs when broken.
  • Random
  • Relative to Attack
  • Use Precise Gib Dir
Precise Gib Direction ([todo internal name (i)]) <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 ([todo internal name (i)]) <boolean>
When enabled the brush will move in response to damage.
Gib Model ([todo internal name (i)]) <string>
Used by HL1Port to specify a custom gib model to break into, overriding the Material Type.
Spawn On Break ([todo internal name (i)]) <choices>
When broken, an entity of the selected type will be created.
Explode Magnitude ([todo internal name (i)]) <integer>
If non-zero, when this entity breaks it will create an explosion that causes the specified amount of damage.
Confirm:Damage radius is proportional to magnitude.
Pressure Delay ([todo internal name (i)]) <float>
A delay, in seconds, that the prop will wait between reaching 0 health and breaking. Allows for pressure/straining sound to play.
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.
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.

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.