Template:Hl1 kv breakable: Difference between revisions
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Dr. Orange (talk | contribs) (Added missing templates) |
Dr. Orange (talk | contribs) (Formatting) |
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{{Hl1 kv global}} | {{Hl1 kv global}} | ||
{{ScrollBox|title=Breakable| | {{ScrollBox|title=Breakable| | ||
{{KV|Target on break|targetname{{!}}target_destination|The [[targetname]] of the entity to be targeted when this entity breaks.}} | |||
{{KV|Strength|integer|Amount of damage to take before breaking.}} | |||
{{KV|Material Type|choices| | |||
:Material to use for sounds and gibs. | |||
: Material to use for sounds and gibs. | |||
:* 0: "Glass" | :* 0: "Glass" | ||
:* 1: "Wood" | :* 1: "Wood" | ||
Line 16: | Line 14: | ||
:* 6: "Computer" | :* 6: "Computer" | ||
:* 7: "Unbreakable Glass" | :* 7: "Unbreakable Glass" | ||
:* 8: "Rocks" | :* 8: "Rocks"}} | ||
{{KV|Gibs Direction|choices| | |||
: Wether gibs should fly in a random direction or relative to the attack that broke this entity. | : Wether gibs should fly in a random direction or relative to the attack that broke this entity. | ||
:* 0: "Random" | :* 0: "Random" | ||
:* 1: "Relative to Attack" | :* 1: "Relative to Attack"}} | ||
{{KV|Delay before fire|integer|Time in seconds after breaking before targeting the "Target on break" entity.}} | |||
{{KV|Gib model|studiomdl{{!}}studio|Model to use for gibs spawned when broken instead of default, material dependent gibs. Relative to mod folder.}} | |||
{{KV|Spawn on break|choices| | |||
:Item to spawn when broken. | |||
: Item to spawn when broken. | |||
:* 0: "Nothing" | :* 0: "Nothing" | ||
:* 1: "[[item_battery_(GoldSource_Engine)|Battery]]" | :* 1: "[[item_battery_(GoldSource_Engine)|Battery]]" | ||
Line 48: | Line 44: | ||
:* 19: "[[weapon_satchel_(GoldSource_Engine)|Satchel Charge]]" | :* 19: "[[weapon_satchel_(GoldSource_Engine)|Satchel Charge]]" | ||
:* 20: "[[weapon_snark_(GoldSource_Engine)|Snark]]" | :* 20: "[[weapon_snark_(GoldSource_Engine)|Snark]]" | ||
:* 21: "[[weapon_hornetgun_(GoldSource_Engine)|Hornet Gun]]" | :* 21: "[[weapon_hornetgun_(GoldSource_Engine)|Hornet Gun]]"}} | ||
{{KV|Explode Magnitude <nowiki>(0=none)</nowiki>|integer|Magnitude of explosion when broken. Will not explode if 0.}} | |||
}} | |||
<noinclude> | <noinclude> | ||
[[Category:Keyvalue Templates]] | [[Category:Keyvalue Templates|breakable]] | ||
</noinclude> | </noinclude> |
Revision as of 03:57, 15 June 2018
- 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.
Breakable:
- Target on break ([todo internal name (i)]) <target_destination|targetname|target_destination>
- The targetname of the entity to be targeted when this entity breaks.
- Material Type ([todo internal name (i)]) <choices>
- Material to use for sounds and gibs.
- 0: "Glass"
- 1: "Wood"
- 2: "Metal"
- 3: "Flesh"
- 4: "Cinder Block"
- 5: "Ceiling Tile"
- 6: "Computer"
- 7: "Unbreakable Glass"
- 8: "Rocks"
- Gibs Direction ([todo internal name (i)]) <choices>
- Wether 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 ([todo internal name (i)]) <integer>
- Time in seconds after breaking before targeting the "Target on break" entity.
- Gib model ([todo internal name (i)]) <studio|studiomdl|studio>
- Model to use for gibs spawned when broken instead of default, material dependent gibs. Relative to mod folder.
- Spawn on break ([todo internal name (i)]) <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"