Template:Hl1 kv breakable: Difference between revisions

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{{Hl1 kv targetname}}
{{Hl1 kv targetname}}
{{Hl1 kv global}}
{{Hl1 kv global}}
{{ScrollBox|title=Breakable|
{{ScrollBox|title=Breakable|noscroll=1|
{{KV|Target on break|targetname{{!}}target_destination|The [[targetname]] of the entity to be targeted when this entity breaks.}}
{{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|Strength|integer|Amount of damage to take before breaking.}}
Line 20: Line 20:
:* 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|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|Gib model|studio|Model to use for gibs spawned when broken instead of default, material dependent gibs. Relative to mod folder.}}
{{KV|Spawn on break|choices|
{{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_(GoldSrc)|Battery]]"
:* 2: "[[item_healthkit_(GoldSource_Engine)|Healthkit]]"
:* 2: "[[item_healthkit_(GoldSrc)|Healthkit]]"
:* 3: "[[weapon_9mmhandgun_(GoldSource_Engine)|9mm Handgun]]"
:* 3: "[[weapon_9mmhandgun_(GoldSrc)|9mm Handgun]]"
:* 4: "[[ammo_9mmclip_(GoldSource_Engine)|9mm Clip]]"
:* 4: "[[ammo_9mmclip_(GoldSrc)|9mm Clip]]"
:* 5: "[[weapon_9mmAR_(GoldSource_Engine)|Machine Gun]]"
:* 5: "[[weapon_9mmAR_(GoldSrc)|Machine Gun]]"
:* 6: "[[ammo_9mmAR_(GoldSource_Engine)|Machine Gun Clip]]"
:* 6: "[[ammo_9mmAR_(GoldSrc)|Machine Gun Clip]]"
:* 7: "[[ammo_ARgrenades_(GoldSource_Engine)|Machine Gun Grenades]]"
:* 7: "[[ammo_ARgrenades_(GoldSrc)|Machine Gun Grenades]]"
:* 8: "[[weapon_shotgun_(GoldSource_Engine)|Shotgun]]"
:* 8: "[[weapon_shotgun_(GoldSrc)|Shotgun]]"
:* 9: "[[ammo_buckshot_(GoldSource_Engine)|Shotgun Shells]]"
:* 9: "[[ammo_buckshot_(GoldSrc)|Shotgun Shells]]"
:* 10: "[[weapon_crossbow_(GoldSource_Engine)|Crossbow]]"
:* 10: "[[weapon_crossbow_(GoldSrc)|Crossbow]]"
:* 11: "[[ammo_crossbow_(GoldSource_Engine)|Crossbow Bolts]]"
:* 11: "[[ammo_crossbow_(GoldSrc)|Crossbow Bolts]]"
:* 12: "[[weapon_357_(GoldSource_Engine)|357]]"
:* 12: "[[weapon_357_(GoldSrc)|357]]"
:* 13: "[[ammo_357_(GoldSource_Engine)|357 clip]]"
:* 13: "[[ammo_357_(GoldSrc)|357 clip]]"
:* 14: "[[weapon_rpg_(GoldSource_Engine)|RPG]]"
:* 14: "[[weapon_rpg_(GoldSrc)|RPG]]"
:* 15: "[[ammo_rpgclip_(GoldSource_Engine)|RPG Clip]]"
:* 15: "[[ammo_rpgclip_(GoldSrc)|RPG Clip]]"
:* 16: "[[ammo_gaussclip_(GoldSource_Engine)|Gauss clip]]"
:* 16: "[[ammo_gaussclip_(GoldSrc)|Gauss clip]]"
:* 17: "[[weapon_handgrenade_(GoldSource_Engine)|Hand grenade]]"
:* 17: "[[weapon_handgrenade_(GoldSrc)|Hand grenade]]"
:* 18: "[[weapon_tripmine_(GoldSource_Engine)|Tripmine]]"
:* 18: "[[weapon_tripmine_(GoldSrc)|Tripmine]]"
:* 19: "[[weapon_satchel_(GoldSource_Engine)|Satchel Charge]]"
:* 19: "[[weapon_satchel_(GoldSrc)|Satchel Charge]]"
:* 20: "[[weapon_snark_(GoldSource_Engine)|Snark]]"
:* 20: "[[weapon_snark_(GoldSrc)|Snark]]"
:* 21: "[[weapon_hornetgun_(GoldSource_Engine)|Hornet Gun]]"}}
:* 21: "[[weapon_hornetgun_(GoldSrc)|Hornet Gun]]"}}
{{KV|Explode Magnitude <nowiki>(0=none)</nowiki>|integer|Magnitude of explosion when broken. Will not explode if 0.}}
{{KV|Explode Magnitude <nowiki>(0=none)</nowiki>|integer|Magnitude of explosion when broken. Will not explode if 0.}}
}}
}}

Revision as of 08:30, 2 July 2024

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.
Strength ([todo internal name (i)]) <integer>
Amount of damage to take before breaking.
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)]) <model path>
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.
Explode Magnitude (0=none) ([todo internal name (i)]) <integer>
Magnitude of explosion when broken. Will not explode if 0.