Template:KV Breakable: Difference between revisions
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Gameplayer (talk | contribs) (Removed keyvalues that don't belong here, moved keyvalues from other templates to here that do belong) |
Gameplayer (talk | contribs) (Nevermind. Apparently, FGD is totally wrong.) |
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:*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| | {{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| | {{KV|Pressure Delay|intn=PressureDelay|float|Seconds to delay breaking from pressure. Allows creaking/groaning sounds to play.}} | ||
{{KV| | {{KV|Health|intn=health|integer|How close to breaking the object is.}} | ||
{{KV|Maximum Health|intn=max_health|integer|'''Health''' cannot exceed this amount.}} | |||
{{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|intn=BreakableType|choices|only={{l4ds}}| | {{KV|Breakable By|intn=BreakableType|choices|only={{l4ds}}| | ||
{{Expand|title=Who can break this?|margin_left=2em| | {{Expand|title=Who can break this?|margin_left=2em| | ||
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:*2: Only Tanks}}<noinclude>[[Category:Keyvalue Templates|Breakable]]</noinclude> | :*2: Only Tanks}}<noinclude>[[Category:Keyvalue Templates|Breakable]]</noinclude> | ||
}} | }} | ||
Revision as of 07:22, 28 August 2024
Breakable (common):
- Performance Mode (PerformanceMode) <choices>
- Used to limit the amount of gibs produced when this entity breaks, for performance reasons.
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- 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.
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