Template:Entity breakable keyvalues

From Sven Co-op
Revision as of 03:01, 28 January 2019 by GeckonCZ (talk | contribs) (Breakable keyvalues.)
(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)
Jump to navigation Jump to search
Breakable Keyvalues

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.