Template:Hl1 kv breakable: Difference between revisions
Jump to navigation
Jump to search
m (Indented Expand and removed its margin_left.) |
SirYodaJedi (talk | contribs) No edit summary |
||
Line 35: | Line 35: | ||
:{{note|In {{czds}}, {{mono|direction}} is used instead of {{mono|1}}.}} }} | :{{note|In {{czds}}, {{mono|direction}} is used instead of {{mono|1}}.}} }} | ||
{{KV|Delay before fire|intn=delay|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|intn=gibmodel|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. {{placementTip|This can be used on indestructible func_breakables to display an arbitrary [[bmodel]] from an external BSP, with proper collision. Ensure that the {{code|gibmodel}} KV is listed before the {{code|model}} KV.<br>It may be necessary to use {{mess|2}} to rename the classname to prevent the entity from showing up in the wrong location in {{jack|2}}.}} }} | ||
{{KV|Spawn on break|intn=spawnobject|choices| | {{KV|Spawn on break|intn=spawnobject|choices| | ||
:Item to spawn when broken. | :Item to spawn when broken. |
Revision as of 09:42, 16 March 2025
- 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) <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.
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 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"
- 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.
Placement Tip:This can be used on indestructible func_breakables to display an arbitrary bmodel from an external BSP, with proper collision. Ensure that the gibmodel KV is listed before the model KV.
It may be necessary to useMESS to rename the classname to prevent the entity from showing up in the wrong location in
J.A.C.K..
- Spawn on break (spawnobject) <choices>
- Item to spawn when broken.
- 0: "Nothing"
- 1: "Battery"
- 2: "Healthkit"
- 3: "9mm Handgun"
- 4: "9mm Clip"
- 5: "Machine Gun"
- 6: "Machine Gun Clip"
- 7: "Machine Gun Grenades"
- 8: "Shotgun"
- 9: "Shotgun Shells"
- 10: "Crossbow"
- 11: "Crossbow Bolts"
- 12: "357"
- 13: "357 clip"
- 14: "RPG"
- 15: "RPG Clip"
- 16: "Gauss clip"
- 17: "Hand grenade"
- 18: "Tripmine"
- 19: "Satchel Charge"
- 20: "Snark"
- 21: "Hornet Gun"
Note:In
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.