Difference between revisions of "Template:KV BreakableProp"

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(fix pressuredelay kv)
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{{kv parentname}}
 
{{kv parentname}}
 
* '''pressuredelay'''
 
* '''pressuredelay'''
 +
: <float> Delay, in seconds, after 'broken' by pressure before breaking apart (allows for sound to play before breaking apart).
 
*{{kv angles}}
 
*{{kv angles}}
 
*{{kv global}}
 
*{{kv global}}
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*{{kv damagefilter}}
 
*{{kv damagefilter}}
 
*{{kv shadow}}
 
*{{kv shadow}}
: <float> Delay, in seconds, after 'broken' by pressure before breaking apart (allows for sound to play before breaking apart).
 

Revision as of 23:51, 8 February 2006

Template:Kv parentname

  • pressuredelay
<float> Delay, in seconds, after 'broken' by pressure before breaking apart (allows for sound to play before breaking apart).
Global Entity Name <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.
  • Studiomodel:

World Model (model) <string>
The model this entity should appear as. 128-character limit.
Skin (skin) <integer>
Some models have multiple skins. This value selects from the index, starting with 0.
Tip:Hammer's model browser automatically updates this value if you use it to view different skins.
Model Scale (modelscale) <float> (New with Team Fortress 2)
A multiplier for the size of the model.

Shadow:

Disable shadows (disableshadows) <boolean>
Prevent the entity from creating cheap render-to-texture shadows. Does not affect shadow mapping.
Disable ShadowDepth (disableshadowdepth) <boolean> (New with Portal 2)
Used to disable rendering into shadow depth (for projected textures) for this entity.
Projected Texture Cache (shadowdepthnocache) <choices> (New with Portal 2)
Used to hint projected texture system whether it is sufficient to cache shadow volume of this entity or to force render it every frame instead.
  • 0 : Default
  • 1 : No cache - render every frame
  • 2 : Cache it - render only once
Disable flashlight (disableflashlight) <boolean> (New with Portal 2)
Used to disable projected texture lighting and shadows on this entity.