Template:KV Breakable: Difference between revisions

From Valve Developer Community
Jump to navigation Jump to search
(Removed keyvalues that don't belong here, moved keyvalues from other templates to here that do belong)
(Nevermind. Apparently, FGD is totally wrong.)
Line 6: Line 6:
:*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|Explosion Damage|intn=ExplodeDamage|float|If non-zero, when this entity breaks it will create an explosion that causes the specified amount of damage. See also '''Explosion Radius'''.}}
{{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|Explosion Radius|intn=ExplodeRadius|float|If non-zero, when this entity breaks it will create an explosion with a radius of the specified amount. See also '''Explosion Damage'''.}}
{{KV|Pressure Delay|intn=PressureDelay|float|Seconds to delay breaking from pressure. Allows creaking/groaning sounds to play.}}
{{KV|Break Model Message|intn=BreakModelMessage|string|"If set, will use this break model message instead of the normal break behavior." {{confirm|Is this new with Source SDK 2013...? It isn't in Alien Swarm ''or'' 2007 code but is in 2013. New with L4D?}}}}
{{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|
Line 15: Line 17:
:*2: Only Tanks}}<noinclude>[[Category:Keyvalue Templates|Breakable]]</noinclude>
:*2: Only Tanks}}<noinclude>[[Category:Keyvalue Templates|Breakable]]</noinclude>
}}
}}
{{KV|Health|intn=health|integer|How close to breaking the object is.|nofgd=1}}
{{KV|Maximum Health|intn=max_health|integer|'''Health''' cannot exceed this amount.|nofgd=1}}

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.
Choices
  • 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> (only in Left 4 Dead seriesLeft 4 Dead series)
Who can break this?
  • 0: Everyone
  • 1: All Infected
  • 2: Only Tanks