prop_fuel_barrel
Class hierarchy |
---|
CFuelBarrelProp |
prop_fuel_barrel
is a point entity available in Left 4 Dead series. This is a special destructible physics prop that blows up in several stages when shot.
Flags
- Start Asleep : [
1
]
Keyvalues
- World Model
(model)
<string> - The model this entity should appear as. 128-character limit.
- Base Piece
(BasePiece)
<model path> - Flying Piece 1
(FlyingPiece01)
<model path> - Flying Piece 2
(FlyingPiece02)
<model path> - Flying Piece 3
(FlyingPiece03)
<model path> - Flying Piece 4
(FlyingPiece04)
<model path> - Detonation Particles
(DetonateParticles)
<string> - Flying Piece Particles
(FlyingParticles)
<string> - Sound played when the object explodes.
(DetonateSound)
<sound>
- Start Fade Dist/Pixels
(fademindist)
<float> - Distance at which the prop starts to fade (<0 = subtract from fademaxdist).
- End Fade Dist/Pixels
(fademaxdist)
<float> - Maximum distance at which the prop is visible (0 = don't fade out).
- Fade Scale
(fadescale)
<float> - If you specify a fade in the worldspawn, or if the engine is running under low end/medium end/XBox360, then the engine will forcibly fade out props even if fademindist/fademaxdist isn't specified. This scale factor gives you some control over the fade. Using 0 here turns off the forcible fades. Numbers smaller than 1 cause the prop to fade out at further distances, and greater than 1 cause it to fade out at closer distances.