mirror of
https://github.com/ValveSoftware/source-sdk-2013.git
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491 lines
12 KiB
Text
491 lines
12 KiB
Text
// "prop data name"
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// {
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// "property" "value"
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// ...
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// }
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//
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//
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// "base" : Specify a base propdata class to derive from (base types can be found in propdata.txt)
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//
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// "blockLOS" : Override whether this prop should block NPC's Line-Of-Sight.
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// "AIWalkable" : Override whether AI should consider this prop as walkable on.
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// "dmg.bullets" : Mod damage done by bullets to this prop.
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// "dmg.club" : Mod damage done by clubs to this prop.
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// "dmg.explosive" : Mod damage done by explosives to this prop.
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// NOTE: Use damage modifiers to reflect differences between the amount of
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// damage that an object takes from different damage types. Don't
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// use them to reflect overall damage strength. i.e. Stone is resilient
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// to everything. To reflect this, increase the health of all stone
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// objects, don't set the damage modifiers lower.
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//
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// "damage_table" : Specify a custom physics impact damage table for this prop.
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// "health" : Amount of damage this prop should take before breaking.
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//
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// "explosive_damage" : Explosive damage done by this prop.
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// "explosive_radius" : Radius of the explosion caused by this prop when it breaks.
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// NOTE: If these two fields are specified for a prop, then the prop will automatically
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// create an explosion with the specified values when the prop is broken.
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//
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// "breakable_model" : The type of breakable gibs this prop should break into. This list is at the bottom of this file.
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// "breakable_count" : The number of breakable gibs to break into.
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// "allowstatic" : Allow this prop to be static as well as physically simulated.
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//
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//
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"PropData.txt"
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{
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//=================================================================================
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// PAPER
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//=================================================================================
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// Base damage modifiers for paper objects
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// DON'T USE THIS FOR A PROP. USE THE NON.BASE ONES.
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"Cardboard.Base"
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{
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"dmg.bullets" "0.5"
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"dmg.club" "1.25"
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"dmg.explosive" "1.5"
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}
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// Cardboard / Paper blocks, less than 1 foot cubed.
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// i.e. small cardboard boxes, notepads, newspapers, thin books.
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"Cardboard.Small"
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{
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"base" "Cardboard.Base"
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"health" "10"
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}
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// Cardboard / Paper blocks, less than 3 foot cubed.
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// i.e. cardboard boxes. thick books
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"Cardboard.Medium"
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{
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"base" "Cardboard.Base"
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"health" "20"
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}
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// Large Cardboard / Paper blocks
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// i.e. solid cardboard boxes
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"Cardboard.Large"
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{
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"base" "Cardboard.Base"
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"health" "40"
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}
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//=================================================================================
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// CLOTH
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//=================================================================================
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// Base damage modifiers for cloth objects
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// DON'T USE THIS FOR A PROP. USE THE NON.BASE ONES.
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"Cloth.Base"
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{
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"dmg.bullets" "0.5"
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"dmg.club" "0.75"
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"dmg.explosive" "1.5"
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}
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// Small / thin cloth objects
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// i.e. shorts, shirts, pants.
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"Cloth.Small"
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{
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"base" "Cloth.Base"
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"health" "30"
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}
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// Heavier cloth / leather objects
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// i.e. briefcases
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"Cloth.Medium"
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{
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"base" "Cloth.Base"
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"health" "50"
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}
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// Large / thick cloth objects
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// i.e. armchairs, mattresses
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"Cloth.Large"
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{
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"base" "Cloth.Base"
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"health" "100"
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}
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//=================================================================================
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// WOOD
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//=================================================================================
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// Base damage modifiers for wooden objects
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// DON'T USE THIS FOR A PROP. USE THE NON.BASE ONES.
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"Wooden.Base"
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{
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"dmg.bullets" "0.75"
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"dmg.club" "2.0"
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"dmg.explosive" "1.5"
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"breakable_model" "WoodChunks"
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"breakable_skin" "0"
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}
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// Tiny Wooden pieces that should die in one hit
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// i.e splinters
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"Wooden.Tiny"
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{
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"base" "Wooden.Base"
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"health" "6"
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"breakable_count" "0"
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}
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// Wooden blocks, less than 1 foot cubed.
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// i.e pieces of board, branches.
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"Wooden.Small"
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{
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"base" "Wooden.Base"
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"health" "20"
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"breakable_count" "2"
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}
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// Wooden blocks, less than 3 foot cubed.
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// i.e boards, small crates, pallettes, ladders, chairs.
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"Wooden.Medium"
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{
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"base" "Wooden.Base"
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"health" "30"
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"breakable_count" "4"
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}
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// Large wooden blocks, less than 5 foot cubed.
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// i.e Crates, benches.
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"Wooden.Large"
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{
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"base" "Wooden.Base"
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"health" "50"
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"breakable_count" "6"
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}
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// Extra large wooden objects
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// i.e posts
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"Wooden.ExtraLarge"
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{
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"base" "Wooden.Base"
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"health" "100"
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"breakable_count" "8"
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}
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// Huge wooden objects.
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// i.e Big Wardrobes, bookcases
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"Wooden.Huge"
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{
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"base" "Wooden.Base"
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"health" "130"
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"breakable_count" "10"
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}
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//=================================================================================
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// STONE
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//=================================================================================
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// Base damage modifiers for stone objects
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// DON'T USE THIS FOR A PROP. USE THE NON.BASE ONES.
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"Stone.Base"
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{
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"dmg.bullets" "1.0"
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"dmg.club" "1.0"
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"dmg.explosive" "1.0"
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}
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// Stone blocks, less than 1 foot cubed
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// i.e. cinderblocks, small rocks.
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"Stone.Small"
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{
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"base" "Stone.Base"
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"health" "50"
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}
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// Medium stone blocks, less than 3 foot cubed
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// i.e. rubble chunks
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"Stone.Medium"
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{
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"base" "Stone.Base"
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"health" "100"
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}
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// Large stone blocks, less than 5 foot cubed
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// i.e. big rubble chunks
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"Stone.Large"
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{
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"base" "Stone.Base"
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"health" "200"
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}
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// Huge stone blocks, less than 5 foot cubed
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// i.e. enormous rubble chunks
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"Stone.Huge"
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{
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"base" "Stone.Base"
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"health" "400"
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}
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//=================================================================================
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// GLASS
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//=================================================================================
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// Base damage modifiers for glass objects
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// DON'T USE THIS FOR A PROP. USE THE NON.BASE ONES.
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"Glass.Base"
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{
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"dmg.bullets" "1.0"
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"dmg.club" "1.0"
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"dmg.explosive" "0.1" // Trial: Get knocked around more than destroyed?
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}
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// Glass blocks, less than 1 foot cubed
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// i.e. bottles, jugs, glasses.
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"Glass.Small"
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{
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"base" "Glass.Base"
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"health" "5"
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"damage_table" "glass"
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}
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"Glass.Window"
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{
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"base" "Glass.Base"
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"dmg.explosive" "1.0" // Override base glass explosive behavior
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"dmg.bullets" "0.5"
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"health" "15"
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"damage_table" "glass"
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}
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//=================================================================================
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// METAL
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//=================================================================================
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// Base damage modifiers for metal objects
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// DON'T USE THIS FOR A PROP. USE THE NON.BASE ONES.
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"Metal.Base"
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{
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"dmg.bullets" "1.0"
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"dmg.club" "1.0"
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"dmg.explosive" "1.0"
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"health" "0" // By default, metal objects aren't breakable
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}
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// Small metal blocks, less than 1 foot cubed
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// i.e. tin cans, paint tins, metal buckets.
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"Metal.Small"
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{
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"base" "Metal.Base"
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}
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// Medium metal objects.
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// i.e. wheelbarrows, metal boxes, bicycles, barrels, ladders, filing cabinets.
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"Metal.Medium"
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{
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"base" "Metal.Base"
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}
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// Large metal objects.
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// i.e. ibeams, dumpsters, car bodies, refridgerators
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"Metal.Large"
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{
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"base" "Metal.Base"
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}
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//=================================================================================
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// PLASTIC
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//=================================================================================
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// Base damage modifiers for plastic objects
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// DON'T USE THIS FOR A PROP. USE THE NON.BASE ONES.
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"Plastic.Base"
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{
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"dmg.bullets" "1.0"
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"dmg.club" "1.0"
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"dmg.explosive" "1.0"
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"health" "0"
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}
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// Plastic blocks, less than 2 foot cubed
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// i.e. plastic cups, plastic milk crates, phones
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"Plastic.Small"
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{
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"base" "Plastic.Base"
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}
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// Plastic blocks, less than 4 foot cubed
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// i.e. plastic chairs, tables, barrels
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"Plastic.Medium"
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{
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"base" "Plastic.Base"
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}
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// Large Plastic objects, or medium objects with mixes of plastic & metal that you still want destructable
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// i.e. computer equipment
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"Plastic.Large"
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{
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"base" "Plastic.Base"
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}
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//=================================================================================
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// ITEMS
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//=================================================================================
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// Base damage modifiers for items
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// DON'T USE THIS FOR A PROP. USE THE NON.BASE ONES.
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"Item.Base"
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{
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"dmg.bullets" "1.0"
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"dmg.club" "1.0"
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"dmg.explosive" "1.0"
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"health" "0" // By default, metal objects aren't breakable
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}
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// Plastic blocks, less than 2 foot cubed
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// i.e. plastic cups, plastic milk crates, phones
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"Item.Small"
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{
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"base" "Item.Base"
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}
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// Plastic blocks, less than 4 foot cubed
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// i.e. plastic chairs, tables, barrels
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"Item.Medium"
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{
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"base" "Item.Base"
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}
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// Large Plastic objects, or medium objects with mixes of plastic & metal that you still want destructable
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// i.e. computer equipment
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"Item.Large"
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{
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"base" "Item.Base"
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}
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//=================================================================================
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// POTTERY
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//=================================================================================
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// Base damage modifiers for pottery objects
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// DON'T USE THIS FOR A PROP. USE THE NON.BASE ONES.
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"Pottery.Base"
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{
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"dmg.bullets" "1.0"
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"dmg.club" "1.25"
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"dmg.explosive" "1.5"
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}
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// Pottery blocks, less than 2 foot cubed
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// i.e. flowerpots.
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"Pottery.Small"
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{
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"base" "Pottery.Base"
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"health" "5"
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"damage_table" "glass"
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}
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// Medium pottery objects
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// i.e. large flowerpots.
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"Pottery.Medium"
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{
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"base" "Pottery.Base"
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"health" "40"
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}
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// Large pottery objects
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// i.e. big chunks of wall plaster
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"Pottery.Large"
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{
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"base" "Pottery.Base"
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"health" "70"
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}
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// Huge pottery objects.
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// i.e. big ornate pottery vessels.
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"Pottery.Huge"
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{
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"base" "Pottery.Base"
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"health" "100"
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}
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//=================================================================================
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// FLESH
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//=================================================================================
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// Base damage modifiers for flesh objects
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// DON'T USE THIS FOR A PROP. USE THE NON.BASE ONES.
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"Flesh.Base"
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{
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"dmg.bullets" "1.25"
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"dmg.club" "1.0"
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"dmg.explosive" "1.5"
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}
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// Flesh blocks that should die in a single hit
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// i.e. fruit, food items, gibs.
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"Flesh.Tiny"
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{
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"base" "Flesh.Base"
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"health" "3"
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}
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// Flesh blocks, less than 1 foot cubed
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// i.e. fruit, food items, gibs.
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"Flesh.Small"
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{
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"base" "Flesh.Base"
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"health" "10"
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}
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//=================================================================================
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// BREAKABLE DATA. NOT PROPDATA TYPES.
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//=================================================================================
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"BreakableModels"
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{
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// Sorted in order of smallest to largest
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"WoodChunks"
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{
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"models\Gibs\wood_gib01e.mdl" "1"
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"models\Gibs\wood_gib01d.mdl" "1"
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"models\Gibs\wood_gib01c.mdl" "1"
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"models\Gibs\wood_gib01b.mdl" "1"
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"models\Gibs\wood_gib01a.mdl" "1"
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}
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"GlassChunks"
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{
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"models\Gibs\Glass_shard01.mdl" "1"
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"models\Gibs\Glass_shard02.mdl" "1"
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"models\Gibs\Glass_shard03.mdl" "1"
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"models\Gibs\Glass_shard04.mdl" "1"
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"models\Gibs\Glass_shard05.mdl" "1"
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"models\Gibs\Glass_shard06.mdl" "1"
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}
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"ConcreteChunks"
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{
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"models\props_debris\concrete_chunk08a.mdl" "1"
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"models\props_debris\concrete_chunk09a.mdl" "1"
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"models\props_debris\concrete_chunk03a.mdl" "1"
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"models\props_debris\concrete_chunk07a.mdl" "1"
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"models\props_debris\concrete_chunk09a.mdl" "1"
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"models\props_debris\concrete_chunk02a.mdl" "1"
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}
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"MetalChunks"
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{
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"models\Gibs\metal_gib1.mdl" "1"
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"models\Gibs\metal_gib2.mdl" "1"
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"models\Gibs\metal_gib3.mdl" "1"
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"models\Gibs\metal_gib4.mdl" "1"
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"models\Gibs\metal_gib5.mdl" "1"
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}
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}
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}
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