Template:KV Breakable: Difference between revisions

From Valve Developer Community
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 (PerformanceMode)|choices|Used to limit the amount of gibs produced when this entity breaks, for performance reasons.
{{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 (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|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 (PressureDelay)|float|Seconds to delay breaking from pressure. Allows creaking/groaning sounds to play.}}
{{KV|Pressure Delay|intn=pressuredelay|float|Seconds to delay breaking from pressure. Allows creaking/groaning sounds to play.}}
{{KV|Health (health)|integer|How close to breaking the object is.}}
{{KV|Health|intn=health|integer|How close to breaking the object is.}}
{{KV|Maximum Health (max_health)|integer|'''Health''' cannot exceed this amount.}}
{{KV|Maximum Health|intn=max_health|integer|'''Health''' cannot exceed this amount.}}
{{KV|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.}}
{{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 (BreakableType)|choices|since=L4D|{{l4ds}} only. Who can break this?
{{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 Left 4 Dead)
Left 4 Dead seriesLeft 4 Dead series only. Who can break this?
  • 0: Everyone
  • 1: All Infected
  • 2: Only Tanks