Template:KV Breakable: Difference between revisions

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(Nevermind. Apparently, FGD is totally wrong.)
m (Indented Expand and removed its margin_left.)
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{{minititle|Breakable (common)}}
{{minititle|Breakable (common)}}
{{KV|Performance Mode|intn=PerformanceMode|choices|Used to limit the amount of gibs produced when this entity breaks, for performance reasons.
{{KV|Performance Mode|intn=PerformanceMode|choices|Used to limit the amount of gibs produced when this entity breaks, for performance reasons.
{{Expand|title=Choices|margin_left=2em|
:{{Expand|title=Choices|
:*0: Normal
*0: Normal
:*1: No Gibs
*1: No Gibs
:*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|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|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|Pressure Delay|intn=PressureDelay|float|Seconds to delay breaking from pressure. Allows creaking/groaning sounds to play.}}
{{KV|Pressure Delay|intn=PressureDelay|float|Seconds to delay breaking from pressure. Allows creaking/groaning sounds to play.}}
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{{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|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?|
:*0: Everyone
*0: Everyone
:*1: All Infected
*1: All Infected
:*2: Only Tanks}}<noinclude>[[Category:Keyvalue Templates|Breakable]]</noinclude>
*2: Only Tanks}}<noinclude>[[Category:Keyvalue Templates|Breakable]]</noinclude>
}}
}}

Revision as of 23:22, 17 January 2025

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