Template:KV BreakableBrush

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Revision as of 14:35, 24 October 2009 by TomEdwards (talk | contribs)
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BreakableBrush:
Prop Data <choices>
Set to the best approximation of the size and material of this entity's brushes. If set, this will override Strength and Material Type. See prop_data base types for what each entry specifies.
  • None
  • Wooden.Tiny
  • Wooden.Small
  • Wooden.Medium
  • Wooden.Large
  • Wooden.Huge
  • Metal.Small
  • Metal.Medium
  • Metal.Large
  • Cardboard.Small
  • Cardboard.Medium
  • Cardboard.Large
  • Stone.Small
  • Stone.Medium
  • Stone.Large
  • Stone.Huge
  • Glass.Small
  • Plastic.Small
  • Plastic.Medium
  • Plastic.Large
  • Pottery.Small
  • Pottery.Medium
  • Pottery.Large
  • Pottery.Huge
  • Glass.Window
Strength <int>
The damage to take before breaking. The brush will not break if this is 0.
Material Type <choices>
Decides what sounds to make when damaged, and what gibs to produce when broken.
  • Glass
  • Wood
  • Metal
  • Flesh
  • CinderBlock
  • Ceiling Tile
  • Computer
  • Unbreakable Glass
  • Rocks
Gibs Direction <choices>
Which direction to throw gibs in when broken.
  • Random
  • Relative to Attack
  • Use Precise Gib Dir
Precise Gib Direction <Angle>
An exact direction in which to throw gibs when breaking. Be sure to select "Use Precise Gib Dir" in Gibs Direction!
Damaging it Doesn't Push It <bool>
When enabled the brush will move in response to damage.
Spawn On Break <choices>
When broken, an entity of the selected type will be created.
  • item_battery
  • item_healthkit
  • item_ammo_pistol
  • item_ammo_pistol_large
  • item_ammo_smg1
  • item_ammo_smg1_large
  • item_ammo_ar2
  • item_ammo_ar2_large
  • item_box_buckshot
  • item_smg1_grenade
  • item_box_sniper_rounds
  • weapon_stunstick
  • weapon_ar2
  • weapon_smg1
  • weapon_slam
  • weapon_shotgun
  • item_dynamic_resupply
Explode Magnitude <int>
If non-zero, when this entity breaks it will create an explosion that causes the specified amount of damage.
Confirm:Damage radius is proportional to magnitude.
Pressure Delay <float>
A delay, in seconds, that the prop will wait between reaching 0 health and breaking. Allows for pressure/straining sound to play.
Global:
Global Entity Name (globalname) <string>
Name by which this entity is linked to another entity in a different map. When the player transitions to a new map, entities in the new map with globalnames matching entities in the previous map will have the previous map's state copied over their state.
Parentname:
Parent (parentname) <targetname>
Specifies a movement parent. An entity will maintain its initial offset from its parent. An attachment point can be added to the end of the name, separated by a comma.

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
Non-Valve games Black Mesa
Enable Explosion Override (explosion_override) <choices> (only in Black Mesa) !FGD
Enable/disable explosion parameters override (explosion_particle, explosion_particle_liquid, explosion_attachment, explosion_soundscript and explosion_soundscript_liquid).
  • 0: No
  • 1: Yes
Explosion Particle (explosion_particle) <string> (only in Black Mesa) !FGD
A particle system to use when this entity explodes.
Explosion Particle Underwater (explosion_particle_liquid) <string> (only in Black Mesa) !FGD
A particle system to use when this entity explodes in water.
Explosion Attachment Point (explosion_attachment) <string> (only in Black Mesa) !FGD
An attachment point to use for custom explosion particle system.
Note.pngNote:Only for model entities, even despite the fact that this is also present in brush entities.
Explosion Sound Script (explosion_soundscript) <sound> (only in Black Mesa) !FGD
A sound script to use when this entity explodes.
Explosion Sound Script Underwater (explosion_soundscript_liquid) <sound> (only in Black Mesa) !FGD
A sound script to use when this entity explodes in water.
Icon-Important.pngImportant:Both explosion_soundscript and explosion_soundscript_liquid require a sound script, a raw sound file will not work.