Template:Hl1 kv breakable

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Name (targetname) <string>
The targetname that other entities refer to this entity by.
Global Entity Name (globalname) <string>
Name to identify entity accross level transitions. Entities with the same global name will have the same status accross maps.

Breakable:

Target on break (target) <targetname>
The targetname of the entity to be targeted when this entity breaks.
Strength (health) <integer>
Amount of damage to take before breaking.
Material Type (material) <integer choices>
Material to use for sounds and gibs.
Standard choices
  • 0: "Glass"
  • 1: "Wood"
  • 2: "Metal"
  • 3: "Flesh"
  • 4: "Cinder Block"
  • 5: "Ceiling Tile"
  • 6: "Computer"
  • 7: "Unbreakable Glass"
  • 8: "Rocks"
Condition Zero Deleted Scenes Condition Zero Deleted Scenes choices
  • 0: "Glass"
  • 1: "Wood"
  • 2: "Metal"
  • 3: "Flesh"
  • 4: "Brick"
  • 5: "Tile"
  • 6: "Computer"
  • 7: "Bulletproof Glass"
  • 8: "Stone"
  • 9: "None"
  • 10: "Vine"
  • 11: "Last Material" [Clarify]
Gibs Direction (explosion) <choices>
Whether gibs should fly in a random direction or relative to the attack that broke this entity.
  • 0: "Random"
  • 1: "Relative to Attack"
Note.pngNote:In Condition Zero Deleted Scenes, direction is used instead of 1.
Delay before fire (delay) <integer>
Time in seconds after breaking before targeting the "Target on break" entity.
Gib model (gibmodel) <model path>
Model to use for gibs spawned when broken instead of default, material dependent gibs. Relative to mod folder.
PlacementTip.gifPlacement Tip:This can be used on indestructible func_breakables to display an arbitrary bmodel from an external BSP, with proper collision. Ensure that the gibmodel KV is listed before the model KV.
It may be necessary to use MESS MESS to rename the classname to prevent the entity from showing up in the wrong location in J.A.C.K. J.A.C.K., due to a bug with handling @SolidClass entities without brushes.
Spawn on break (spawnobject) <choices>
Item to spawn when broken.
Note.pngNote:In Condition Zero Deleted Scenes Condition Zero Deleted Scenes, this is a string instead, and can spawn most entities which start with ammo_, item_, or weapon_.
Explode Magnitude (0=none) (explodemagnitude) <integer>
Magnitude of explosion when broken. Will not explode if 0.