Template:Hl1 kv breakable: Difference between revisions

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{{KV|Target on break|intn=target|target_destination|The [[targetname]] of the entity to be targeted when this entity breaks.}}
{{KV|Target on break|intn=target|target_destination|The [[targetname]] of the entity to be targeted when this entity breaks.}}
{{KV|Strength|intn=health|integer|Amount of damage to take before breaking.}}
{{KV|Strength|intn=health|integer|Amount of damage to take before breaking.}}
{{KV|Material Type|intn=material|choices|
{{KV|Material Type|intn=material|integer choices|Material to use for sounds and gibs. {{expand|title=Standard choices|margin_left=2em|
:Material to use for sounds and gibs.
* 0: "Glass"
:* 0: "Glass"
* 1: "Wood"
:* 1: "Wood"
* 2: "Metal"
:* 2: "Metal"
* 3: "Flesh"
:* 3: "Flesh"
* 4: "Cinder Block"
:* 4: "Cinder Block"
* 5: "Ceiling Tile"
:* 5: "Ceiling Tile"
* 6: "Computer"
:* 6: "Computer"
* 7: "Unbreakable Glass"
:* 7: "Unbreakable Glass"
* 8: "Rocks"}}
:* 8: "Rocks"}}
{{expand|title={{czds|4}} choices|margin_left=2em|
* 0: "Glass"
* 1: "Wood"
* 2: "Metal"
* 3: "Flesh"
* 4: "Brick"
* 5: "Tile"
* 6: "Computer"
* 7: "Bulletproof Glass"
* 8: "Stone"
* 9: "None"
* 10: "Vine"
* 11: "Last Material" {{clarify}}
}} }}
{{KV|Gibs Direction|intn=explosion|choices|
{{KV|Gibs Direction|intn=explosion|choices|
: Whether gibs should fly in a random direction or relative to the attack that broke this entity.
: Whether gibs should fly in a random direction or relative to the attack that broke this entity.
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:* 19: "[[weapon_satchel_(GoldSrc)|Satchel Charge]]"
:* 19: "[[weapon_satchel_(GoldSrc)|Satchel Charge]]"
:* 20: "[[weapon_snark_(GoldSrc)|Snark]]"
:* 20: "[[weapon_snark_(GoldSrc)|Snark]]"
:* 21: "[[weapon_hornetgun_(GoldSrc)|Hornet Gun]]"}}
:* 21: "[[weapon_hornetgun_(GoldSrc)|Hornet Gun]]"
:{{note|In {{czds|2}}, this is a string instead, and can spawn most entities which start with {{code|ammo_}}, {{code|item_}}, or {{code|weapon_}}.}}
{{KV|Explode Magnitude <nowiki>(0=none)</nowiki>|intn=explodemagnitude|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.}}
}}
}}

Revision as of 10:48, 16 September 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.

{{ScrollBox|title=Breakable|noscroll=1|

Target on break (target) <targetname>
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) <integer choices>
Material to use for sounds and gibs. {| class="mw-collapsible mw-collapsed" style="background:rgba(0,0,0,0.05) ;float:no;margin-bottom:1em;margin-left:2em;padding-right:0.5em;border:1px solid rgba(255,255,255,0.1); border-left:solid 1px #8bb9e0; padding-left:1em;"

|+ style="text-align:left; white-space:nowrap; font-weight:bold; color:#ddd; " | Standard choices |

  • 0: "Glass"
  • 1: "Wood"
  • 2: "Metal"
  • 3: "Flesh"
  • 4: "Cinder Block"
  • 5: "Ceiling Tile"
  • 6: "Computer"
  • 7: "Unbreakable Glass"
  • 8: "Rocks"

|}

Condition Zero Deleted Scenes Condition Zero Deleted Scenes choices
  • 0: "Glass"
  • 1: "Wood"
  • 2: "Metal"
  • 3: "Flesh"
  • 4: "Brick"
  • 5: "Tile"
  • 6: "Computer"
  • 7: "Bulletproof Glass"
  • 8: "Stone"
  • 9: "None"
  • 10: "Vine"
  • 11: "Last Material" [Clarify]
Gibs Direction (explosion) <choices>
Whether gibs should fly in a random direction or relative to the attack that broke this entity.
  • 0: "Random"
  • 1: "Relative to Attack"
Note.pngNote:In Condition Zero Deleted Scenes, direction is used instead of 1.
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.
Note.pngNote:In Condition Zero Deleted Scenes Condition Zero Deleted Scenes, this is a string instead, and can spawn most entities which start with ammo_, item_, or weapon_.
Explode Magnitude (0=none) (explodemagnitude) <integer>
Magnitude of explosion when broken. Will not explode if 0.