Template:Hl1 kv breakable: Difference between revisions

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m (Fix item links)
(intn for HL1 keyvalue templates)
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{{Hl1 kv global}}
{{Hl1 kv global}}
{{ScrollBox|title=Breakable|noscroll=1|
{{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|intn=target|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|intn=health|integer|Amount of damage to take before breaking.}}
{{KV|Material Type|choices|
{{KV|Material Type|intn=material|choices|
:Material to use for sounds and gibs.
:Material to use for sounds and gibs.
:* 0: "Glass"
:* 0: "Glass"
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:* 7: "Unbreakable Glass"
:* 7: "Unbreakable Glass"
:* 8: "Rocks"}}
:* 8: "Rocks"}}
{{KV|Gibs Direction|choices|
{{KV|Gibs Direction|intn=explosion|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|Delay before fire|intn=delay|integer|Time in seconds after breaking before targeting the "Target on break" entity.}}
{{KV|Gib model|studio|Model to use for gibs spawned when broken instead of default, material dependent gibs. Relative to mod folder.}}
{{KV|Gib model|intn=gibmodel|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|intn=spawnobject|choices|
:Item to spawn when broken.
:Item to spawn when broken.
:* 0: "Nothing"
:* 0: "Nothing"
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:* 20: "[[weapon_snark_(GoldSrc)|Snark]]"
:* 20: "[[weapon_snark_(GoldSrc)|Snark]]"
:* 21: "[[weapon_hornetgun_(GoldSrc)|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>|intn=explodemagnitude|integer|Magnitude of explosion when broken. Will not explode if 0.}}
}}
}}
<noinclude>
<noinclude>
[[Category:Keyvalue Templates|breakable]]
[[Category:Keyvalue Templates|breakable]]
</noinclude>
</noinclude>

Revision as of 12:26, 9 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 (target) <target_destination|targetname|target_destination>
The targetname of the entity to be targeted when this entity breaks.
Strength (health) <integer>
Amount of damage to take before breaking.
Material Type (material) <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 (explosion) <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 (delay) <integer>
Time in seconds after breaking before targeting the "Target on break" entity.
Gib model (gibmodel) <model path>
Model to use for gibs spawned when broken instead of default, material dependent gibs. Relative to mod folder.
Spawn on break (spawnobject) <choices>
Item to spawn when broken.
Explode Magnitude (0=none) (explodemagnitude) <integer>
Magnitude of explosion when broken. Will not explode if 0.