Template:KV BreakableBrush
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propdata
- <choices> Set to the best approximation of the size and material of this entity's brushes. If set, it will override this entity's health and damage taken from various weapons. See the propdata.txt file in the scripts directory of your MOD to get a detailed list of what each entry specifies.
Literal Value Description 0 None 1 Wooden.Tiny 2 Wooden.Small 3 Wooden.Medium 4 Wooden.Large 5 Wooden.Huge 6 Metal.Small 7 Metal.Medium 8 Metal.Large 9 Cardboard.Small 10 Cardboard.Medium 11 Cardboard.Large 12 Stone.Small 13 Stone.Medium 14 Stone.Large 15 Stone.Huge 16 Glass.Small 17 Plastic.Small 18 Plastic.Medium 19 Plastic.Large 20 Pottery.Small 21 Pottery.Medium 22 Pottery.Large 23 Pottery.Huge 24 Glass.Window
- health
- <integer> Number of points of damage to take before breaking. Will not break if set to 0.
- material
- <choices> Set to the material type of the brush. Used to decide what sounds to make when damaged, and what gibs to produce when broken.
Literal Value Description 0 Glass 1 Wood 2 Metal 3 Flesh 4 CinderBlock 5 Ceiling Tile 6 Computer 7 Unbreakable Glass 8 Rocks
- explosion
- <choices> Used to decide which direction to throw gibs when broken.
Literal Value Description 0 Random 1 Relative to Attack 2 Use Precise Gib Dir
- gibdir
- <angle> Specifies the direction to throw gibs when this breakable breaks. Be sure to select Use Precise Gib Dir in the Gibs Direction field!
- nodamageforces
- <boolean> Used to determine whether or not damage should cause the brush to move.
- gibmodel
- <studio> Used to specify a custom gib model to break into, overriding the 'Material Type'.
- spawnobject
- <choices> When broken, an entity of the selected type will be created.
Literal Value Description 1 item_battery 2 item_healthkit 3 item_ammo_pistol 4 item_ammo_pistol_large 5 item_ammo_smg1 6 item_ammo_smg1_large 7 item_ammo_ar2 8 item_ammo_ar2_large 9 item_box_buckshot 13 item_smg1_grenade 14 item_box_sniper_rounds 16 weapon_stunstick 18 weapon_ar2 21 weapon_smg1 23 weapon_slam 24 weapon_shotgun 26 item_dynamic_resupply
- explodemagnitude
- <integer> If non-zero, when this entity breaks it will create an explosion that causes the specified amount of damage.
- pressuredelay
- <float> Delay, in seconds, after 'broken' by pressure before breaking apart (allows for sound to play before breaking apart).