Template:KV Breakable: Difference between revisions
Jump to navigation
Jump to search
(added L4D keyvalue) |
m (Fix internal name format) |
||
Line 1: | Line 1: | ||
{{minititle|Breakable (common)}} | {{minititle|Breakable (common)}} | ||
{{KV|Performance Mode | {{KV|Performance Mode|intn=PerformanceMode|choices|Used to limit the amount of gibs produced when this entity breaks, for performance reasons. | ||
:*0: Normal | :*0: Normal | ||
:*1: No Gibs | :*1: No Gibs | ||
:*2: Full Gibs on All Platforms (Xbox 360, PS3, etc) | :*2: Full Gibs on All Platforms (Xbox 360, PS3, etc) | ||
:*3: Reduced gibs}} | :*3: Reduced gibs}} | ||
{{KV|Min Damage to Hurt | {{KV|Min Damage to Hurt|intn=minhealthdmg|int|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.}} | ||
{{KV|Pressure Delay | {{KV|Pressure Delay|intn=pressuredelay|float|Seconds to delay breaking from pressure. Allows creaking/groaning sounds to play.}} | ||
{{KV|Health | {{KV|Health|intn=health|integer|How close to breaking the object is.}} | ||
{{KV|Maximum Health | {{KV|Maximum Health|intn=max_health|integer|'''Health''' cannot exceed this amount.}} | ||
{{KV|Physics Impact Damage Scale | {{KV|Physics Impact Damage Scale|intn=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.}} | ||
{{KV|Breakable By | {{KV|Breakable By|intn=BreakableType|choices|since=L4D|{{l4ds}} only. Who can break this? | ||
:*0: Everyone | :*0: Everyone | ||
:*1: All Infected | :*1: All Infected | ||
:*2: Only Tanks}}<noinclude>[[Category:Keyvalue Templates|Breakable]]</noinclude> | :*2: Only Tanks}}<noinclude>[[Category:Keyvalue Templates|Breakable]]</noinclude> |
Revision as of 06:20, 17 March 2021
Breakable (common):
- Performance Mode (PerformanceMode) <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 (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> (in all games since
)
only. Who can break this?
- 0: Everyone
- 1: All Infected
- 2: Only Tanks