Difference between revisions of "Template:Entity breakable keyvalues"
(Breakable keyvalues.) |
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− | {{Entity_collapsible_keyvalues|Breakable Keyvalues| | + | {{Entity_collapsible_keyvalues|Breakable Keyvalues|{{Entity_keyvalue|Breakable|breakable|If set to 'Yes', the entity will be breakable, just like [[func_breakable]] entity. All breakable keyvalues are functional when this key is set to 'Yes':}} |
− | {{Entity_keyvalue|Breakable|breakable|If set to 'Yes', the entity will be breakable, just like [[func_breakable]] entity. All breakable keyvalues are functional when this key is set to 'Yes':}} | ||
{{Entity_keyvalue|Strength|health|Set how many hit points this entity has.}} | {{Entity_keyvalue|Strength|health|Set how many hit points this entity has.}} | ||
{{Entity_keyvalue|Fire on break|target|The entity triggers its target when it breaks.}} | {{Entity_keyvalue|Fire on break|target|The entity triggers its target when it breaks.}} | ||
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{{Entity_keyvalue|Explosives Only|explosivesonly|If set to 'Yes', this entity can be damaged by explosives only.}} | {{Entity_keyvalue|Explosives Only|explosivesonly|If set to 'Yes', this entity can be damaged by explosives only.}} | ||
{{Entity_keyvalue|Classification|classify|Classification of this entity. If specified, enemies of this class will attack this entity.}} | {{Entity_keyvalue|Classification|classify|Classification of this entity. If specified, enemies of this class will attack this entity.}} | ||
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}} | }} |
Latest revision as of 03:06, 28 January 2019
Breakable : breakable
If set to 'Yes', the entity will be breakable, just like func_breakable entity. All breakable keyvalues are functional when this key is set to 'Yes':
Strength : health
Set how many hit points this entity has.
Fire on break : target
The entity triggers its target when it breaks.
Material type : material
Choose the material which matches what your entity is supposed to be the most. The material type affects the entity's sounds emitted when it takes damage, as well as which gibs are created when it is destroyed. If the material is set to 'Unbreakable glass', the entity is, regardless of how funny that is, in fact, unbreakable.
Instant break : instantbreak
If set to 'Yes', this entity will break instantly if hit with a crowbar.
Instant break weapon : weapon
Allows you to specify an instant-break weapon other than the crowbar.
Gibs direction and velocity : explosion
Set whether the gibs fly relative to where the attack came from, damage received and material (e.g. concrete gibs fly with less velocity) or randomly. This has no effect on entities destroyed via a trigger. Note: Blowing up stuff is much more fun when shit goes flying instead of just falling to the ground as if nothing happened.
Gib model : gibmodel
Custom model of broken entity parts. Models with multiple 'Submodels' uses all of sub-models for gibs.
Explode Magnitude (0=none) : explodemagnitude
If greater than zero, the entity will cause an explosion at its position when it breaks. The greater the magnitude, the more damage the explosion will cause. Note that explosion damage values above 200 are know to cause explosion damage to even go through walls.
HUD info name : displayname
If "Show HUD Info" is set to 'Yes', this is a name of entity to display on-screen when player is looking at this entity.
Only Trigger : onlytrigger
Set it to 'Yes' to make entity breakable only via triggering it.
Break on Trigger : breakontrigger
Set it to 'Yes' to make entity breakable via trigger. It is not a duplicate of keyvalue above.
Repairable : repairable
If set to 'Yes', this entity can be repaired by using weapon_pipewrench on it.
Show HUD info : showhudinfo
If set to 'Yes', the HUD information (name, health e.t.c.) are shown.
Immune to Clients : immunetoclients
Players can't deal a damage to this entity when this option is set to 'Yes'.
Explosives Only : explosivesonly
If set to 'Yes', this entity can be damaged by explosives only.
Classification : classify
Classification of this entity. If specified, enemies of this class will attack this entity.