Template:KV BreakableProp: Difference between revisions
Jump to navigation
Jump to search
Gameplayer (talk | contribs) (Nevermind. Apparently, FGD is totally wrong.) |
(Break model message is only on Source 2013, not available in any other branches (nor L4D to CSGO).) |
||
Line 11: | Line 11: | ||
{{KV|Sound to make when punted|intn=puntsound|since=EP1|sound|Sound to make when punted by gravity gun.}} | {{KV|Sound to make when punted|intn=puntsound|since=EP1|sound|Sound to make when punted by gravity gun.}} | ||
|}}<!-- | |}}<!-- | ||
-->{{KV|Break Model Message|intn=BreakModelMessage|string|"If set, will use this break model message instead of the normal break behavior." | -->{{KV|Break Model Message|only={{src13}}|intn=BreakModelMessage|string|"If set, will use this break model message instead of the normal break behavior."}} | ||
{{KV Breakable}}</includeonly></onlyinclude> | {{KV Breakable}}</includeonly></onlyinclude> | ||
[[Category:Keyvalue Templates|BreakableProp]] | [[Category:Keyvalue Templates|BreakableProp]] |
Latest revision as of 21:47, 4 June 2025
Add nohl2=1
to hide the hl2-specific KV.
BreakableProp:
- Explosion Damage (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.
- Explosion Radius (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.
- Sound to make when punted (puntsound) <sound> (in all games since
)
- Sound to make when punted by gravity gun.
- Break Model Message (BreakModelMessage) <string> (only in
)
- "If set, will use this break model message instead of the normal break behavior."
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.
Who can break this? - 0: Everyone
- 1: All Infected
- 2: Only Tanks
![]()
![]() |