$collisiontext: Difference between revisions
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Tip:Use $autocenter when compiling custom gibs to fix potential lighting oddities.
(Document multiplayer_break and velocity) |
(All of these are parsed as floats, not integers) |
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; <code>ragdoll <path\name></code> | ; <code>ragdoll <path\name></code> | ||
: The (compiled) model to spawn. | : The (compiled) model to spawn. | ||
; <code>offset <[[ | ; <code>offset <[[Vector]]></code> | ||
: Offsets the current gib. Values are in [[unit]]s. | : Offsets the current gib. Values are in [[unit]]s. | ||
; <code>health <[[ | ; <code>health <[[float]]></code> | ||
: Overrides the model's own health value "This sometimes has to be placed in the [[$keyvalues]] line." | : Overrides the model's own health value "This sometimes has to be placed in the [[$keyvalues]] line." | ||
; <code>fadetime <int|seconds></code> | ; <code>fadetime <int|seconds></code> | ||
: Time before gibs start to fade away. They are removed once the fade is complete. | : Time before gibs start to fade away. They are removed once the fade is complete. | ||
: {{TODO|Is there any way to specify how long the fade should last?}} | : {{TODO|Is there any way to specify how long the fade should last?}} | ||
; <code>fademindist < | ; <code>fademindist <float|units></code> | ||
; <code>fademaxdist < | ; <code>fademaxdist <float|units></code> | ||
: Distance from the camera at which to start and end temporary fading out of the gib. | : Distance from the camera at which to start and end temporary fading out of the gib. | ||
; <code>debris <[[bool]]></code> | ; <code>debris <[[bool]]></code> | ||
: Prevents the gib model from colliding with dynamic objects when made true. Strongly recommended for anything small. | : Prevents the gib model from colliding with dynamic objects when made true. Strongly recommended for anything small. | ||
; <code>burst < | ; <code>burst <[[float]]></code> | ||
: Adds force to the gib, pushing it outward when the parent model breaks. | : Adds force to the gib, pushing it outward when the parent model breaks. | ||
: {{bug|Doesn't seem to work with small gibs, even at very large values.}} | : {{bug|Doesn't seem to work with small gibs, even at very large values.}} |
Revision as of 06:17, 26 December 2022
$collisiontext defines a breakable model's custom gibs. (Generic gibs are defined by $keyvalues > prop_data > breakable_model).

Example
$collisiontext { break { model mycustomgib1 health 25 fadetime 0 } break { ragdoll mycustomgib2 health 10 fadetime 30 debris 1 burst 50 } break { model mycustomgib3 health 10 fadetime 30 fademindist 20 fademaxdist 30 } break { model mycustomgib4 health 10 fadetime 20 offset -2 3.68 12.4 } }
Options
model <path\name>
ragdoll <path\name>
- The (compiled) model to spawn.
offset <Vector>
- Offsets the current gib. Values are in units.
health <float>
- Overrides the model's own health value "This sometimes has to be placed in the $keyvalues line."
fadetime <int|seconds>
- Time before gibs start to fade away. They are removed once the fade is complete.
- Todo: Is there any way to specify how long the fade should last?
fademindist <float|units>
fademaxdist <float|units>
- Distance from the camera at which to start and end temporary fading out of the gib.
debris <bool>
- Prevents the gib model from colliding with dynamic objects when made true. Strongly recommended for anything small.
burst <float>
- Adds force to the gib, pushing it outward when the parent model breaks.
Bug:Doesn't seem to work with small gibs, even at very large values. [todo tested in ?]
- Todo: What units are in use here? Hypothetically this can be found out by using the parameter on a model and measuring how long a gib takes to go from it's spawning position to a point B. It's probably hammer units per second, though.
placementbone <bone>
placementattachment <attachment>
- Todo: Compared to $autocenter's "placementOrigin" ?
motiondisabled <bool>
- Disables motion of gib if true.
multiplayer_break <string>
- If set to
server
, the gib will not be spawned by the client. If set toclient
, the gib will not be spawned by the server. By default, both paths are allowed. velocity <Vector>
- Applys velocity to the gib. Default is 0 0 0 (no velocity)