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-rw-r--r--sp/game/mod_hl2/scripts/propdata.txt982
1 files changed, 491 insertions, 491 deletions
diff --git a/sp/game/mod_hl2/scripts/propdata.txt b/sp/game/mod_hl2/scripts/propdata.txt
index 232c6521..48c7f584 100644
--- a/sp/game/mod_hl2/scripts/propdata.txt
+++ b/sp/game/mod_hl2/scripts/propdata.txt
@@ -1,491 +1,491 @@
-// "prop data name"
-// {
-// "property" "value"
-// ...
-// }
-//
-//
-// "base" : Specify a base propdata class to derive from (base types can be found in propdata.txt)
-//
-// "blockLOS" : Override whether this prop should block NPC's Line-Of-Sight.
-// "AIWalkable" : Override whether AI should consider this prop as walkable on.
-// "dmg.bullets" : Mod damage done by bullets to this prop.
-// "dmg.club" : Mod damage done by clubs to this prop.
-// "dmg.explosive" : Mod damage done by explosives to this prop.
-// NOTE: Use damage modifiers to reflect differences between the amount of
-// damage that an object takes from different damage types. Don't
-// use them to reflect overall damage strength. i.e. Stone is resilient
-// to everything. To reflect this, increase the health of all stone
-// objects, don't set the damage modifiers lower.
-//
-// "damage_table" : Specify a custom physics impact damage table for this prop.
-// "health" : Amount of damage this prop should take before breaking.
-//
-// "explosive_damage" : Explosive damage done by this prop.
-// "explosive_radius" : Radius of the explosion caused by this prop when it breaks.
-// NOTE: If these two fields are specified for a prop, then the prop will automatically
-// create an explosion with the specified values when the prop is broken.
-//
-// "breakable_model" : The type of breakable gibs this prop should break into. This list is at the bottom of this file.
-// "breakable_count" : The number of breakable gibs to break into.
-// "allowstatic" : Allow this prop to be static as well as physically simulated.
-//
-//
-"PropData.txt"
-{
-
-//=================================================================================
-// PAPER
-//=================================================================================
- // Base damage modifiers for paper objects
- // DON'T USE THIS FOR A PROP. USE THE NON.BASE ONES.
- "Cardboard.Base"
- {
- "dmg.bullets" "0.5"
- "dmg.club" "1.25"
- "dmg.explosive" "1.5"
- }
-
- // Cardboard / Paper blocks, less than 1 foot cubed.
- // i.e. small cardboard boxes, notepads, newspapers, thin books.
- "Cardboard.Small"
- {
- "base" "Cardboard.Base"
- "health" "10"
- }
-
- // Cardboard / Paper blocks, less than 3 foot cubed.
- // i.e. cardboard boxes. thick books
- "Cardboard.Medium"
- {
- "base" "Cardboard.Base"
- "health" "20"
- }
-
- // Large Cardboard / Paper blocks
- // i.e. solid cardboard boxes
- "Cardboard.Large"
- {
- "base" "Cardboard.Base"
- "health" "40"
- }
-
-//=================================================================================
-// CLOTH
-//=================================================================================
- // Base damage modifiers for cloth objects
- // DON'T USE THIS FOR A PROP. USE THE NON.BASE ONES.
- "Cloth.Base"
- {
- "dmg.bullets" "0.5"
- "dmg.club" "0.75"
- "dmg.explosive" "1.5"
- }
-
- // Small / thin cloth objects
- // i.e. shorts, shirts, pants.
- "Cloth.Small"
- {
- "base" "Cloth.Base"
- "health" "30"
- }
-
- // Heavier cloth / leather objects
- // i.e. briefcases
- "Cloth.Medium"
- {
- "base" "Cloth.Base"
- "health" "50"
- }
-
- // Large / thick cloth objects
- // i.e. armchairs, mattresses
- "Cloth.Large"
- {
- "base" "Cloth.Base"
- "health" "100"
- }
-
-
-//=================================================================================
-// WOOD
-//=================================================================================
- // Base damage modifiers for wooden objects
- // DON'T USE THIS FOR A PROP. USE THE NON.BASE ONES.
- "Wooden.Base"
- {
- "dmg.bullets" "0.75"
- "dmg.club" "2.0"
- "dmg.explosive" "1.5"
-
- "breakable_model" "WoodChunks"
- "breakable_skin" "0"
- }
-
- // Tiny Wooden pieces that should die in one hit
- // i.e splinters
- "Wooden.Tiny"
- {
- "base" "Wooden.Base"
- "health" "6"
-
- "breakable_count" "0"
- }
-
- // Wooden blocks, less than 1 foot cubed.
- // i.e pieces of board, branches.
- "Wooden.Small"
- {
- "base" "Wooden.Base"
- "health" "20"
-
- "breakable_count" "2"
- }
-
- // Wooden blocks, less than 3 foot cubed.
- // i.e boards, small crates, pallettes, ladders, chairs.
- "Wooden.Medium"
- {
- "base" "Wooden.Base"
- "health" "30"
-
- "breakable_count" "4"
- }
-
- // Large wooden blocks, less than 5 foot cubed.
- // i.e Crates, benches.
- "Wooden.Large"
- {
- "base" "Wooden.Base"
- "health" "50"
-
- "breakable_count" "6"
- }
-
- // Extra large wooden objects
- // i.e posts
- "Wooden.ExtraLarge"
- {
- "base" "Wooden.Base"
- "health" "100"
-
- "breakable_count" "8"
- }
-
- // Huge wooden objects.
- // i.e Big Wardrobes, bookcases
- "Wooden.Huge"
- {
- "base" "Wooden.Base"
- "health" "130"
-
- "breakable_count" "10"
- }
-
-
-
-
-//=================================================================================
-// STONE
-//=================================================================================
- // Base damage modifiers for stone objects
- // DON'T USE THIS FOR A PROP. USE THE NON.BASE ONES.
- "Stone.Base"
- {
- "dmg.bullets" "1.0"
- "dmg.club" "1.0"
- "dmg.explosive" "1.0"
- }
-
- // Stone blocks, less than 1 foot cubed
- // i.e. cinderblocks, small rocks.
- "Stone.Small"
- {
- "base" "Stone.Base"
- "health" "50"
- }
-
- // Medium stone blocks, less than 3 foot cubed
- // i.e. rubble chunks
- "Stone.Medium"
- {
- "base" "Stone.Base"
- "health" "100"
- }
-
- // Large stone blocks, less than 5 foot cubed
- // i.e. big rubble chunks
- "Stone.Large"
- {
- "base" "Stone.Base"
- "health" "200"
- }
-
- // Huge stone blocks, less than 5 foot cubed
- // i.e. enormous rubble chunks
- "Stone.Huge"
- {
- "base" "Stone.Base"
- "health" "400"
- }
-
-//=================================================================================
-// GLASS
-//=================================================================================
- // Base damage modifiers for glass objects
- // DON'T USE THIS FOR A PROP. USE THE NON.BASE ONES.
- "Glass.Base"
- {
- "dmg.bullets" "1.0"
- "dmg.club" "1.0"
- "dmg.explosive" "0.1" // Trial: Get knocked around more than destroyed?
- }
-
- // Glass blocks, less than 1 foot cubed
- // i.e. bottles, jugs, glasses.
- "Glass.Small"
- {
- "base" "Glass.Base"
- "health" "5"
- "damage_table" "glass"
- }
-
- "Glass.Window"
- {
- "base" "Glass.Base"
- "dmg.explosive" "1.0" // Override base glass explosive behavior
- "dmg.bullets" "0.5"
- "health" "15"
- "damage_table" "glass"
- }
-
-
-//=================================================================================
-// METAL
-//=================================================================================
- // Base damage modifiers for metal objects
- // DON'T USE THIS FOR A PROP. USE THE NON.BASE ONES.
- "Metal.Base"
- {
- "dmg.bullets" "1.0"
- "dmg.club" "1.0"
- "dmg.explosive" "1.0"
-
- "health" "0" // By default, metal objects aren't breakable
- }
-
- // Small metal blocks, less than 1 foot cubed
- // i.e. tin cans, paint tins, metal buckets.
- "Metal.Small"
- {
- "base" "Metal.Base"
- }
-
- // Medium metal objects.
- // i.e. wheelbarrows, metal boxes, bicycles, barrels, ladders, filing cabinets.
- "Metal.Medium"
- {
- "base" "Metal.Base"
- }
-
- // Large metal objects.
- // i.e. ibeams, dumpsters, car bodies, refridgerators
- "Metal.Large"
- {
- "base" "Metal.Base"
- }
-
-
-
-
-//=================================================================================
-// PLASTIC
-//=================================================================================
- // Base damage modifiers for plastic objects
- // DON'T USE THIS FOR A PROP. USE THE NON.BASE ONES.
- "Plastic.Base"
- {
- "dmg.bullets" "1.0"
- "dmg.club" "1.0"
- "dmg.explosive" "1.0"
- "health" "0"
- }
-
- // Plastic blocks, less than 2 foot cubed
- // i.e. plastic cups, plastic milk crates, phones
- "Plastic.Small"
- {
- "base" "Plastic.Base"
- }
-
- // Plastic blocks, less than 4 foot cubed
- // i.e. plastic chairs, tables, barrels
- "Plastic.Medium"
- {
- "base" "Plastic.Base"
- }
-
- // Large Plastic objects, or medium objects with mixes of plastic & metal that you still want destructable
- // i.e. computer equipment
- "Plastic.Large"
- {
- "base" "Plastic.Base"
- }
-
-
-
-//=================================================================================
-// ITEMS
-//=================================================================================
- // Base damage modifiers for items
- // DON'T USE THIS FOR A PROP. USE THE NON.BASE ONES.
- "Item.Base"
- {
- "dmg.bullets" "1.0"
- "dmg.club" "1.0"
- "dmg.explosive" "1.0"
-
- "health" "0" // By default, metal objects aren't breakable
- }
-
- // Plastic blocks, less than 2 foot cubed
- // i.e. plastic cups, plastic milk crates, phones
- "Item.Small"
- {
- "base" "Item.Base"
- }
-
- // Plastic blocks, less than 4 foot cubed
- // i.e. plastic chairs, tables, barrels
- "Item.Medium"
- {
- "base" "Item.Base"
- }
-
- // Large Plastic objects, or medium objects with mixes of plastic & metal that you still want destructable
- // i.e. computer equipment
- "Item.Large"
- {
- "base" "Item.Base"
- }
-
-
-//=================================================================================
-// POTTERY
-//=================================================================================
- // Base damage modifiers for pottery objects
- // DON'T USE THIS FOR A PROP. USE THE NON.BASE ONES.
- "Pottery.Base"
- {
- "dmg.bullets" "1.0"
- "dmg.club" "1.25"
- "dmg.explosive" "1.5"
- }
-
- // Pottery blocks, less than 2 foot cubed
- // i.e. flowerpots.
- "Pottery.Small"
- {
- "base" "Pottery.Base"
- "health" "5"
- "damage_table" "glass"
- }
-
- // Medium pottery objects
- // i.e. large flowerpots.
- "Pottery.Medium"
- {
- "base" "Pottery.Base"
- "health" "40"
- }
-
- // Large pottery objects
- // i.e. big chunks of wall plaster
- "Pottery.Large"
- {
- "base" "Pottery.Base"
- "health" "70"
- }
-
- // Huge pottery objects.
- // i.e. big ornate pottery vessels.
- "Pottery.Huge"
- {
- "base" "Pottery.Base"
- "health" "100"
- }
-
-
-//=================================================================================
-// FLESH
-//=================================================================================
- // Base damage modifiers for flesh objects
- // DON'T USE THIS FOR A PROP. USE THE NON.BASE ONES.
- "Flesh.Base"
- {
- "dmg.bullets" "1.25"
- "dmg.club" "1.0"
- "dmg.explosive" "1.5"
- }
-
- // Flesh blocks that should die in a single hit
- // i.e. fruit, food items, gibs.
- "Flesh.Tiny"
- {
- "base" "Flesh.Base"
- "health" "3"
- }
-
- // Flesh blocks, less than 1 foot cubed
- // i.e. fruit, food items, gibs.
- "Flesh.Small"
- {
- "base" "Flesh.Base"
- "health" "10"
- }
-
-
-
-//=================================================================================
-// BREAKABLE DATA. NOT PROPDATA TYPES.
-//=================================================================================
- "BreakableModels"
- {
- // Sorted in order of smallest to largest
-
- "WoodChunks"
- {
- "models\Gibs\wood_gib01e.mdl" "1"
- "models\Gibs\wood_gib01d.mdl" "1"
- "models\Gibs\wood_gib01c.mdl" "1"
- "models\Gibs\wood_gib01b.mdl" "1"
- "models\Gibs\wood_gib01a.mdl" "1"
- }
- "GlassChunks"
- {
- "models\Gibs\Glass_shard01.mdl" "1"
- "models\Gibs\Glass_shard02.mdl" "1"
- "models\Gibs\Glass_shard03.mdl" "1"
- "models\Gibs\Glass_shard04.mdl" "1"
- "models\Gibs\Glass_shard05.mdl" "1"
- "models\Gibs\Glass_shard06.mdl" "1"
- }
- "ConcreteChunks"
- {
- "models\props_debris\concrete_chunk08a.mdl" "1"
- "models\props_debris\concrete_chunk09a.mdl" "1"
- "models\props_debris\concrete_chunk03a.mdl" "1"
- "models\props_debris\concrete_chunk07a.mdl" "1"
- "models\props_debris\concrete_chunk09a.mdl" "1"
- "models\props_debris\concrete_chunk02a.mdl" "1"
- }
- "MetalChunks"
- {
- "models\Gibs\metal_gib1.mdl" "1"
- "models\Gibs\metal_gib2.mdl" "1"
- "models\Gibs\metal_gib3.mdl" "1"
- "models\Gibs\metal_gib4.mdl" "1"
- "models\Gibs\metal_gib5.mdl" "1"
- }
- }
-}
+// "prop data name"
+// {
+// "property" "value"
+// ...
+// }
+//
+//
+// "base" : Specify a base propdata class to derive from (base types can be found in propdata.txt)
+//
+// "blockLOS" : Override whether this prop should block NPC's Line-Of-Sight.
+// "AIWalkable" : Override whether AI should consider this prop as walkable on.
+// "dmg.bullets" : Mod damage done by bullets to this prop.
+// "dmg.club" : Mod damage done by clubs to this prop.
+// "dmg.explosive" : Mod damage done by explosives to this prop.
+// NOTE: Use damage modifiers to reflect differences between the amount of
+// damage that an object takes from different damage types. Don't
+// use them to reflect overall damage strength. i.e. Stone is resilient
+// to everything. To reflect this, increase the health of all stone
+// objects, don't set the damage modifiers lower.
+//
+// "damage_table" : Specify a custom physics impact damage table for this prop.
+// "health" : Amount of damage this prop should take before breaking.
+//
+// "explosive_damage" : Explosive damage done by this prop.
+// "explosive_radius" : Radius of the explosion caused by this prop when it breaks.
+// NOTE: If these two fields are specified for a prop, then the prop will automatically
+// create an explosion with the specified values when the prop is broken.
+//
+// "breakable_model" : The type of breakable gibs this prop should break into. This list is at the bottom of this file.
+// "breakable_count" : The number of breakable gibs to break into.
+// "allowstatic" : Allow this prop to be static as well as physically simulated.
+//
+//
+"PropData.txt"
+{
+
+//=================================================================================
+// PAPER
+//=================================================================================
+ // Base damage modifiers for paper objects
+ // DON'T USE THIS FOR A PROP. USE THE NON.BASE ONES.
+ "Cardboard.Base"
+ {
+ "dmg.bullets" "0.5"
+ "dmg.club" "1.25"
+ "dmg.explosive" "1.5"
+ }
+
+ // Cardboard / Paper blocks, less than 1 foot cubed.
+ // i.e. small cardboard boxes, notepads, newspapers, thin books.
+ "Cardboard.Small"
+ {
+ "base" "Cardboard.Base"
+ "health" "10"
+ }
+
+ // Cardboard / Paper blocks, less than 3 foot cubed.
+ // i.e. cardboard boxes. thick books
+ "Cardboard.Medium"
+ {
+ "base" "Cardboard.Base"
+ "health" "20"
+ }
+
+ // Large Cardboard / Paper blocks
+ // i.e. solid cardboard boxes
+ "Cardboard.Large"
+ {
+ "base" "Cardboard.Base"
+ "health" "40"
+ }
+
+//=================================================================================
+// CLOTH
+//=================================================================================
+ // Base damage modifiers for cloth objects
+ // DON'T USE THIS FOR A PROP. USE THE NON.BASE ONES.
+ "Cloth.Base"
+ {
+ "dmg.bullets" "0.5"
+ "dmg.club" "0.75"
+ "dmg.explosive" "1.5"
+ }
+
+ // Small / thin cloth objects
+ // i.e. shorts, shirts, pants.
+ "Cloth.Small"
+ {
+ "base" "Cloth.Base"
+ "health" "30"
+ }
+
+ // Heavier cloth / leather objects
+ // i.e. briefcases
+ "Cloth.Medium"
+ {
+ "base" "Cloth.Base"
+ "health" "50"
+ }
+
+ // Large / thick cloth objects
+ // i.e. armchairs, mattresses
+ "Cloth.Large"
+ {
+ "base" "Cloth.Base"
+ "health" "100"
+ }
+
+
+//=================================================================================
+// WOOD
+//=================================================================================
+ // Base damage modifiers for wooden objects
+ // DON'T USE THIS FOR A PROP. USE THE NON.BASE ONES.
+ "Wooden.Base"
+ {
+ "dmg.bullets" "0.75"
+ "dmg.club" "2.0"
+ "dmg.explosive" "1.5"
+
+ "breakable_model" "WoodChunks"
+ "breakable_skin" "0"
+ }
+
+ // Tiny Wooden pieces that should die in one hit
+ // i.e splinters
+ "Wooden.Tiny"
+ {
+ "base" "Wooden.Base"
+ "health" "6"
+
+ "breakable_count" "0"
+ }
+
+ // Wooden blocks, less than 1 foot cubed.
+ // i.e pieces of board, branches.
+ "Wooden.Small"
+ {
+ "base" "Wooden.Base"
+ "health" "20"
+
+ "breakable_count" "2"
+ }
+
+ // Wooden blocks, less than 3 foot cubed.
+ // i.e boards, small crates, pallettes, ladders, chairs.
+ "Wooden.Medium"
+ {
+ "base" "Wooden.Base"
+ "health" "30"
+
+ "breakable_count" "4"
+ }
+
+ // Large wooden blocks, less than 5 foot cubed.
+ // i.e Crates, benches.
+ "Wooden.Large"
+ {
+ "base" "Wooden.Base"
+ "health" "50"
+
+ "breakable_count" "6"
+ }
+
+ // Extra large wooden objects
+ // i.e posts
+ "Wooden.ExtraLarge"
+ {
+ "base" "Wooden.Base"
+ "health" "100"
+
+ "breakable_count" "8"
+ }
+
+ // Huge wooden objects.
+ // i.e Big Wardrobes, bookcases
+ "Wooden.Huge"
+ {
+ "base" "Wooden.Base"
+ "health" "130"
+
+ "breakable_count" "10"
+ }
+
+
+
+
+//=================================================================================
+// STONE
+//=================================================================================
+ // Base damage modifiers for stone objects
+ // DON'T USE THIS FOR A PROP. USE THE NON.BASE ONES.
+ "Stone.Base"
+ {
+ "dmg.bullets" "1.0"
+ "dmg.club" "1.0"
+ "dmg.explosive" "1.0"
+ }
+
+ // Stone blocks, less than 1 foot cubed
+ // i.e. cinderblocks, small rocks.
+ "Stone.Small"
+ {
+ "base" "Stone.Base"
+ "health" "50"
+ }
+
+ // Medium stone blocks, less than 3 foot cubed
+ // i.e. rubble chunks
+ "Stone.Medium"
+ {
+ "base" "Stone.Base"
+ "health" "100"
+ }
+
+ // Large stone blocks, less than 5 foot cubed
+ // i.e. big rubble chunks
+ "Stone.Large"
+ {
+ "base" "Stone.Base"
+ "health" "200"
+ }
+
+ // Huge stone blocks, less than 5 foot cubed
+ // i.e. enormous rubble chunks
+ "Stone.Huge"
+ {
+ "base" "Stone.Base"
+ "health" "400"
+ }
+
+//=================================================================================
+// GLASS
+//=================================================================================
+ // Base damage modifiers for glass objects
+ // DON'T USE THIS FOR A PROP. USE THE NON.BASE ONES.
+ "Glass.Base"
+ {
+ "dmg.bullets" "1.0"
+ "dmg.club" "1.0"
+ "dmg.explosive" "0.1" // Trial: Get knocked around more than destroyed?
+ }
+
+ // Glass blocks, less than 1 foot cubed
+ // i.e. bottles, jugs, glasses.
+ "Glass.Small"
+ {
+ "base" "Glass.Base"
+ "health" "5"
+ "damage_table" "glass"
+ }
+
+ "Glass.Window"
+ {
+ "base" "Glass.Base"
+ "dmg.explosive" "1.0" // Override base glass explosive behavior
+ "dmg.bullets" "0.5"
+ "health" "15"
+ "damage_table" "glass"
+ }
+
+
+//=================================================================================
+// METAL
+//=================================================================================
+ // Base damage modifiers for metal objects
+ // DON'T USE THIS FOR A PROP. USE THE NON.BASE ONES.
+ "Metal.Base"
+ {
+ "dmg.bullets" "1.0"
+ "dmg.club" "1.0"
+ "dmg.explosive" "1.0"
+
+ "health" "0" // By default, metal objects aren't breakable
+ }
+
+ // Small metal blocks, less than 1 foot cubed
+ // i.e. tin cans, paint tins, metal buckets.
+ "Metal.Small"
+ {
+ "base" "Metal.Base"
+ }
+
+ // Medium metal objects.
+ // i.e. wheelbarrows, metal boxes, bicycles, barrels, ladders, filing cabinets.
+ "Metal.Medium"
+ {
+ "base" "Metal.Base"
+ }
+
+ // Large metal objects.
+ // i.e. ibeams, dumpsters, car bodies, refridgerators
+ "Metal.Large"
+ {
+ "base" "Metal.Base"
+ }
+
+
+
+
+//=================================================================================
+// PLASTIC
+//=================================================================================
+ // Base damage modifiers for plastic objects
+ // DON'T USE THIS FOR A PROP. USE THE NON.BASE ONES.
+ "Plastic.Base"
+ {
+ "dmg.bullets" "1.0"
+ "dmg.club" "1.0"
+ "dmg.explosive" "1.0"
+ "health" "0"
+ }
+
+ // Plastic blocks, less than 2 foot cubed
+ // i.e. plastic cups, plastic milk crates, phones
+ "Plastic.Small"
+ {
+ "base" "Plastic.Base"
+ }
+
+ // Plastic blocks, less than 4 foot cubed
+ // i.e. plastic chairs, tables, barrels
+ "Plastic.Medium"
+ {
+ "base" "Plastic.Base"
+ }
+
+ // Large Plastic objects, or medium objects with mixes of plastic & metal that you still want destructable
+ // i.e. computer equipment
+ "Plastic.Large"
+ {
+ "base" "Plastic.Base"
+ }
+
+
+
+//=================================================================================
+// ITEMS
+//=================================================================================
+ // Base damage modifiers for items
+ // DON'T USE THIS FOR A PROP. USE THE NON.BASE ONES.
+ "Item.Base"
+ {
+ "dmg.bullets" "1.0"
+ "dmg.club" "1.0"
+ "dmg.explosive" "1.0"
+
+ "health" "0" // By default, metal objects aren't breakable
+ }
+
+ // Plastic blocks, less than 2 foot cubed
+ // i.e. plastic cups, plastic milk crates, phones
+ "Item.Small"
+ {
+ "base" "Item.Base"
+ }
+
+ // Plastic blocks, less than 4 foot cubed
+ // i.e. plastic chairs, tables, barrels
+ "Item.Medium"
+ {
+ "base" "Item.Base"
+ }
+
+ // Large Plastic objects, or medium objects with mixes of plastic & metal that you still want destructable
+ // i.e. computer equipment
+ "Item.Large"
+ {
+ "base" "Item.Base"
+ }
+
+
+//=================================================================================
+// POTTERY
+//=================================================================================
+ // Base damage modifiers for pottery objects
+ // DON'T USE THIS FOR A PROP. USE THE NON.BASE ONES.
+ "Pottery.Base"
+ {
+ "dmg.bullets" "1.0"
+ "dmg.club" "1.25"
+ "dmg.explosive" "1.5"
+ }
+
+ // Pottery blocks, less than 2 foot cubed
+ // i.e. flowerpots.
+ "Pottery.Small"
+ {
+ "base" "Pottery.Base"
+ "health" "5"
+ "damage_table" "glass"
+ }
+
+ // Medium pottery objects
+ // i.e. large flowerpots.
+ "Pottery.Medium"
+ {
+ "base" "Pottery.Base"
+ "health" "40"
+ }
+
+ // Large pottery objects
+ // i.e. big chunks of wall plaster
+ "Pottery.Large"
+ {
+ "base" "Pottery.Base"
+ "health" "70"
+ }
+
+ // Huge pottery objects.
+ // i.e. big ornate pottery vessels.
+ "Pottery.Huge"
+ {
+ "base" "Pottery.Base"
+ "health" "100"
+ }
+
+
+//=================================================================================
+// FLESH
+//=================================================================================
+ // Base damage modifiers for flesh objects
+ // DON'T USE THIS FOR A PROP. USE THE NON.BASE ONES.
+ "Flesh.Base"
+ {
+ "dmg.bullets" "1.25"
+ "dmg.club" "1.0"
+ "dmg.explosive" "1.5"
+ }
+
+ // Flesh blocks that should die in a single hit
+ // i.e. fruit, food items, gibs.
+ "Flesh.Tiny"
+ {
+ "base" "Flesh.Base"
+ "health" "3"
+ }
+
+ // Flesh blocks, less than 1 foot cubed
+ // i.e. fruit, food items, gibs.
+ "Flesh.Small"
+ {
+ "base" "Flesh.Base"
+ "health" "10"
+ }
+
+
+
+//=================================================================================
+// BREAKABLE DATA. NOT PROPDATA TYPES.
+//=================================================================================
+ "BreakableModels"
+ {
+ // Sorted in order of smallest to largest
+
+ "WoodChunks"
+ {
+ "models\Gibs\wood_gib01e.mdl" "1"
+ "models\Gibs\wood_gib01d.mdl" "1"
+ "models\Gibs\wood_gib01c.mdl" "1"
+ "models\Gibs\wood_gib01b.mdl" "1"
+ "models\Gibs\wood_gib01a.mdl" "1"
+ }
+ "GlassChunks"
+ {
+ "models\Gibs\Glass_shard01.mdl" "1"
+ "models\Gibs\Glass_shard02.mdl" "1"
+ "models\Gibs\Glass_shard03.mdl" "1"
+ "models\Gibs\Glass_shard04.mdl" "1"
+ "models\Gibs\Glass_shard05.mdl" "1"
+ "models\Gibs\Glass_shard06.mdl" "1"
+ }
+ "ConcreteChunks"
+ {
+ "models\props_debris\concrete_chunk08a.mdl" "1"
+ "models\props_debris\concrete_chunk09a.mdl" "1"
+ "models\props_debris\concrete_chunk03a.mdl" "1"
+ "models\props_debris\concrete_chunk07a.mdl" "1"
+ "models\props_debris\concrete_chunk09a.mdl" "1"
+ "models\props_debris\concrete_chunk02a.mdl" "1"
+ }
+ "MetalChunks"
+ {
+ "models\Gibs\metal_gib1.mdl" "1"
+ "models\Gibs\metal_gib2.mdl" "1"
+ "models\Gibs\metal_gib3.mdl" "1"
+ "models\Gibs\metal_gib4.mdl" "1"
+ "models\Gibs\metal_gib5.mdl" "1"
+ }
+ }
+}