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Keyvalues
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>
- "If set, will use this break model message instead of the normal break behavior."
Confirm:Is this new with Source SDK 2013...? It isn't in Alien Swarm or 2007 code but is in 2013. New with L4D?
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
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- 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 )
Who can break this?
- 0: Everyone
- 1: All Infected
- 2: Only Tanks
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Inputs
BreakableProp:
- Break
- Breaks the breakable.
- SetHealth <integer>
- Sets a new value for the breakable's health. If the breakable's health reaches zero it will break.
- AddHealth <integer>
- Adds health to the breakable.
- RemoveHealth <integer>
- Removes health from the breakable.
- physdamagescale <float>
- Sets Physics Impact Damage Scale. 0 means this feature is disabled for backwards compatibility.
- EnablePhyscannonPickup
- Makes the breakable able to picked up by the gravity gun.
- DisablePhyscannonPickup
- Makes the breakable not able to picked up by the gravity gun.
- EnablePuntSound (in all games since )
- Allow this prop from playing its Punt Sound sound when punted by the gravity gun.
- DisablePuntSound (in all games since )
- Prevent this prop from playing its Punt Sound sound when punted by the gravity gun.
Outputs
BreakableProp:
- OnBreak
- Fired when this object breaks. !activator is whatever breaks the object.
- OnHealthChanged <float>
- Fired whenever the health of the breakable has increased or decreased. This output automatically puts the new health amount as a decimal percent (e.g. 45% = 0.45) into the parameter box for inputs, if the mapper does not override the parameter with something else.
- OnTakeDamage
- Fired when damage is taken.
- OnPhysCannonAnimatePreStarted
- Fired when prop starts its
ACT_PHYSCANNON_ANIMATE_PRE
activity. Caused by the object being picked up by the gravity gun.
- OnPhysCannonAnimatePullStarted
- Fired when prop has started its
ACT_PHYSCANNON_ANIMATE
activity. ACT_PHYSCANNON_ANIMATE_PRE
plays once, then ACT_PHYSCANNON_ANIMATE
starts looping.
- OnPhysCannonDetach
- Fired when prop has started its
ACT_PHYSCANNON_DETACH
activity (caused by the gravity gun ripping it from a wall).
- OnPhysCannonAnimatePostStarted
- Fired when prop has started its
ACT_PHYSCANNON_ANIMATE_POST
activity (caused by the player letting the prop go from the gravity gun).
- OnPhysCannonPullAnimFinished
- Fired when prop has finished all gravity gun-related animations.