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).