From 4ff8e8a85b9c141c6b817647559cc747334c465a Mon Sep 17 00:00:00 2001 From: Rudolf Polzer Date: Fri, 22 Apr 2011 17:38:50 +0200 Subject: [PATCH] add misc_breakablemodel --- scripts/entities.def | 36 ++++++++++++++++++++++++++++++++++++ 1 file changed, 36 insertions(+) diff --git a/scripts/entities.def b/scripts/entities.def index c4a290a7..e8678745 100644 --- a/scripts/entities.def +++ b/scripts/entities.def @@ -1501,6 +1501,42 @@ target4: reference entity (can be used as $target4) ONLOAD: create a first entity on map load */ +/*QUAKED misc_breakablemodel (1 0 0) ? DISABLED INDICATE - - - - - - NOSPLASH +This is a model which can be damaged. +Once all health is consumed it'll disappear and trigger the targeted entity/entities. +When triggered, it resets to full health, and unbreaks. +-------- KEYS -------- +model: file name of model to include +health: The damage this trigger can take +target: The entity/entities to be triggered once this entity gets invisible +targetname: The name other entities can use to target this entity +mdl: particle effect name to show when destroyed +count: particle effect multiplier +mdl_dead: optional replacement model to show when destroyed +debris: names of debris models to show when destroyed, separated by spaces +noise: sound to play when destroyed +dmg: damage to deal to the environment when destroyed +dmg_edge: edge damage to deal to the environment when destroyed +dmg_radius: damage radius +dmg_force: damage force +message: death message when a player gets hit by the explosion +message2: death message when someone gets pushed into this (default: "was pushed into an explosion by"). The # character is replaced by the attacker name if present (and it instead does not get appended to the end) +debrismovetype: way in which the debris moves: one of 1 = ANGLENOCLIP, 2 = ANGLECLIP, 3 = WALK, 4 = STEP, 5 = FLY, 6 = TOSS, 7 = PUSH, 8 = NOCLIP, 9 = FLYMISSILE, 10 = BOUNCE, 11 = BOUNCEMISSILE +debrissolid: solidity of the debris: one of 0 = NOT, 1 = TRIGGER, 2 = BBOX, 3 = SLIDEBOX, 4 = BSP, 5 = CORPSE +debrisvelocity: initial velocity vector of the debris (static part) +debrisvelocityjitter: initial velocity vector of the debris (random part) +debrisavelocityjitter: initial angular velocity vector of the debris (random part) +debristime: time till the debris fades (average) +debristimejitter: time till the debris fades (random part) +debrisfadetime: how long debris takes to fade +debrisdamageforcescale: how much debris is affected by damage force (e.g. explosions) +debrisskin: skin number of debris +-------- SPAWNFLAGS -------- +DISABLED: do not allow damaging this until it is first activated +INDICATE: indicate amount of damage already taken by coloring +NOSPLASH: if set, splash damage cannot activate the door, only direct damage can (requires health to be set) +*/ + /*QUAKED func_breakable (1 0 0) ? DISABLED INDICATE - - - - - - NOSPLASH This is a brush model which can be damaged. Once all health is consumed it'll disappear and trigger the targeted entity/entities. -- 2.39.2