Advertisement
Guest User

Untitled

a guest
Mar 27th, 2014
215
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
text 15.61 KB | None | 0 0
  1. // "prop data name"
  2. // {
  3. // "property" "value"
  4. // ...
  5. // }
  6. //
  7. //
  8. // "base" : Specify a base propdata class to derive from (base types can be found in propdata.txt)
  9. //
  10. // "blockLOS" : Override whether this prop should block NPC's Line-Of-Sight.
  11. // "AIWalkable" : Override whether AI should consider this prop as walkable on.
  12. // "dmg.bullets" : Mod damage done by bullets to this prop.
  13. // "dmg.club" : Mod damage done by clubs to this prop.
  14. // "dmg.explosive" : Mod damage done by explosives to this prop.
  15. // NOTE: Use damage modifiers to reflect differences between the amount of
  16. // damage that an object takes from different damage types. Don't
  17. // use them to reflect overall damage strength. i.e. Stone is resilient
  18. // to everything. To reflect this, increase the health of all stone
  19. // objects, don't set the damage modifiers lower.
  20. //
  21. // "damage_table" : Specify a custom physics impact damage table for this prop.
  22. // "health" : Amount of damage this prop should take before breaking.
  23. //
  24. // "explosive_damage" : Explosive damage done by this prop.
  25. // "explosive_radius" : Radius of the explosion caused by this prop when it breaks.
  26. // NOTE: If these two fields are specified for a prop, then the prop will automatically
  27. // create an explosion with the specified values when the prop is broken.
  28. //
  29. // "breakable_model" : The type of breakable gibs this prop should break into. This list is at the bottom of this file.
  30. // "breakable_count" : The number of breakable gibs to break into.
  31. // "allowstatic" : Allow this prop to be static as well as physically simulated.
  32. // "physicsmode" : Set multiplayer physics behaviour (1=full, 2=non-solid,3=clientside)
  33. // "multiplayer_break" : Set multiplayer breakable spawn behavior (default/server/client/both)
  34. // NOTE: if multiplayer_break is "both", each piece is spawned by the default dll unless its
  35. // "break" section has a "multiplayer_break" key with a value of "client" or "server".
  36. //
  37. "PropData.txt"
  38. {
  39.  
  40. //=================================================================================
  41. // PAPER
  42. //=================================================================================
  43. // Base damage modifiers for paper objects
  44. // DON'T USE THIS FOR A PROP. USE THE NON.BASE ONES.
  45. "Cardboard.Base"
  46. {
  47. "dmg.bullets" "0.5"
  48. "dmg.club" "1.25"
  49. "dmg.explosive" "1.5"
  50. }
  51.  
  52. // Cardboard / Paper blocks, less than 1 foot cubed.
  53. // i.e. small cardboard boxes, notepads, newspapers, thin books.
  54. "Cardboard.Small"
  55. {
  56. "base" "Cardboard.Base"
  57. "health" "10"
  58. }
  59.  
  60. // Cardboard / Paper blocks, less than 3 foot cubed.
  61. // i.e. cardboard boxes. thick books
  62. "Cardboard.Medium"
  63. {
  64. "base" "Cardboard.Base"
  65. "health" "20"
  66. }
  67.  
  68. // Large Cardboard / Paper blocks
  69. // i.e. solid cardboard boxes
  70. "Cardboard.Large"
  71. {
  72. "base" "Cardboard.Base"
  73. "health" "40"
  74. "physicsmode" "1"
  75. }
  76.  
  77. // Cardboard Boxes full of paper
  78. // i.e. fileboxes, boxes of paper
  79. "Cardboard.break"
  80. {
  81. "base" "Cardboard.Base"
  82. "health" "10"
  83. "physicsmode" "1"
  84. }
  85. // Cardboard / Paper blocks, less than 1 foot cubed.
  86. // i.e. small cardboard boxes, notepads, newspapers, thin books.
  87. "Cardboard.Indestructable"
  88. {
  89. "base" "Cardboard.Base"
  90. }
  91.  
  92. // Cardboard Boxes full of paper
  93. // i.e. fileboxes, boxes of paper
  94. "Cardboard.breakclient"
  95. {
  96. "base" "Cardboard.Base"
  97. "health" "10"
  98. "physicsmode" "3"
  99. }
  100.  
  101. //=================================================================================
  102. // CLOTH
  103. //=================================================================================
  104. // Base damage modifiers for cloth objects
  105. // DON'T USE THIS FOR A PROP. USE THE NON.BASE ONES.
  106. "Cloth.Base"
  107. {
  108. "dmg.bullets" "0.5"
  109. "dmg.club" "0.75"
  110. "dmg.explosive" "1.5"
  111. }
  112.  
  113. // Small / thin cloth objects
  114. // i.e. shorts, shirts, pants.
  115. "Cloth.Small"
  116. {
  117. "base" "Cloth.Base"
  118. "health" "30"
  119. }
  120.  
  121. // Heavier cloth / leather objects
  122. // i.e. briefcases
  123. "Cloth.Medium"
  124. {
  125. "base" "Cloth.Base"
  126. "health" "50"
  127. }
  128.  
  129. // Large / thick cloth objects
  130. // i.e. armchairs, mattresses
  131. "Cloth.Large"
  132. {
  133. "base" "Cloth.Base"
  134. "health" "100"
  135. "physicsmode" "1"
  136. }
  137.  
  138. // Misc cloth objects
  139. // i.e. stuffed animals, hats, etc.
  140. "Cloth.Object"
  141. {
  142. "base" "Cloth.Base"
  143. "physicsmode" "3"
  144. }
  145.  
  146.  
  147. //=================================================================================
  148. // WOOD
  149. //=================================================================================
  150. // Base damage modifiers for wooden objects
  151. // DON'T USE THIS FOR A PROP. USE THE NON.BASE ONES.
  152. "Wooden.Base"
  153. {
  154. "dmg.bullets" "0.75"
  155. "dmg.club" "2.0"
  156. "dmg.explosive" "1.5"
  157.  
  158. "breakable_model" "WoodChunks"
  159. "breakable_skin" "0"
  160. }
  161.  
  162. // Tiny Wooden pieces that should die in one hit
  163. // i.e splinters
  164. "Wooden.Tiny"
  165. {
  166. "base" "Wooden.Base"
  167. "health" "6"
  168. "physicsmode" "3"
  169.  
  170. "breakable_count" "0"
  171.  
  172. }
  173.  
  174. // Wooden blocks, less than 1 foot cubed.
  175. // i.e pieces of board, branches.
  176. "Wooden.Small"
  177. {
  178. "base" "Wooden.Base"
  179. "health" "20"
  180.  
  181. "breakable_count" "2"
  182. }
  183.  
  184. // Wooden blocks, less than 3 foot cubed.
  185. // i.e boards, small crates, pallettes, ladders, chairs.
  186. "Wooden.Medium"
  187. {
  188. "base" "Wooden.Base"
  189. "health" "30"
  190.  
  191. "breakable_count" "4"
  192. }
  193.  
  194. // Large wooden blocks, less than 5 foot cubed.
  195. // i.e Crates, benches.
  196. "Wooden.Large"
  197. {
  198. "base" "Wooden.Base"
  199. "health" "50"
  200. "physicsmode" "1"
  201. "breakable_count" "6"
  202. }
  203.  
  204. // Huge wooden objects.
  205. // i.e Big Wardrobes, bookcases
  206. "Wooden.Huge"
  207. {
  208. "base" "Wooden.Base"
  209. "health" "130"
  210. "physicsmode" "1"
  211.  
  212. "breakable_count" "10"
  213. }
  214.  
  215. // small wooden objects
  216. // i.e sticks
  217. "Wooden.sticks"
  218. {
  219. "base" "Wooden.Base"
  220. "physicsmode" "1"
  221. "breakable_count" "0"
  222.  
  223. }
  224.  
  225. // Breakable Barrels
  226. // i.e Wine Barrel in de_Inferno
  227. "Wooden.Barrel"
  228. {
  229. "base" "Wooden.Base"
  230. "health" "50"
  231. "physicsmode" "1"
  232.  
  233. "breakable_count" "0"
  234.  
  235. }
  236.  
  237. // Wooden blocks, less than 1 foot cubed.
  238. // i.e pieces of board, branches. (Server side version)
  239. "Wooden.Small2"
  240. {
  241. "base" "Wooden.Base"
  242. "health" "1"
  243. "physicsmode" "1"
  244. "breakable_count" "2"
  245. }
  246.  
  247. // Breakable Barrels
  248. // i.e Wine Barrel in de_Inferno
  249. "Wooden.Barrel2"
  250. {
  251. "base" "Wooden.Base"
  252. "health" "201"
  253. "physicsmode" "1"
  254.  
  255. "breakable_count" "0"
  256.  
  257. }
  258.  
  259.  
  260. //=================================================================================
  261. // STONE
  262. //=================================================================================
  263. // Base damage modifiers for stone objects
  264. // DON'T USE THIS FOR A PROP. USE THE NON.BASE ONES.
  265. "Stone.Base"
  266. {
  267. "dmg.bullets" "1.0"
  268. "dmg.club" "1.0"
  269. "dmg.explosive" "1.0"
  270. }
  271.  
  272. // Stone blocks, less than 1 foot cubed
  273. // i.e. cinderblocks, small rocks.
  274. "Stone.Small"
  275. {
  276. "base" "Stone.Base"
  277. "health" "50"
  278. "physicsmode" "3"
  279. }
  280.  
  281. // Medium stone blocks, less than 3 foot cubed
  282. // i.e. rubble chunks
  283. "Stone.Medium"
  284. {
  285. "base" "Stone.Base"
  286. "health" "100"
  287. }
  288.  
  289. // Large stone blocks, less than 5 foot cubed
  290. // i.e. big rubble chunks
  291. "Stone.Large"
  292. {
  293. "base" "Stone.Base"
  294. "health" "200"
  295. "physicsmode" "1"
  296. }
  297.  
  298. // Huge stone blocks, less than 5 foot cubed
  299. // i.e. enormous rubble chunks
  300. "Stone.Huge"
  301. {
  302. "base" "Stone.Base"
  303. "health" "400"
  304. "physicsmode" "1"
  305. }
  306.  
  307. // Gigantic stone blocks, more than 5 foot cubed
  308. // i.e. only damaged by the bomb
  309. "Stone.Gigantic"
  310. {
  311. "base" "Stone.Base"
  312. "health" "600"
  313. "physicsmode" "1"
  314. }
  315.  
  316. //=================================================================================
  317. // GLASS
  318. //=================================================================================
  319. // Base damage modifiers for glass objects
  320. // DON'T USE THIS FOR A PROP. USE THE NON.BASE ONES.
  321. "Glass.Base"
  322. {
  323. "dmg.bullets" "1.0"
  324. "dmg.club" "1.0"
  325. "dmg.explosive" "0.1" // Trial: Get knocked around more than destroyed?
  326. }
  327.  
  328. // Glass blocks, less than 1 foot cubed
  329. // i.e. bottles, jugs, glasses.
  330. "Glass.Small"
  331. {
  332. "base" "Glass.Base"
  333. "health" "5"
  334. "physicsmode" "3"
  335. "damage_table" "glass"
  336. }
  337.  
  338. "Glass.Window"
  339. {
  340. "base" "Glass.Base"
  341. "dmg.explosive" "1.0" // Override base glass explosive behavior
  342. "dmg.bullets" "0.5"
  343. "health" "1"
  344. "physicsmode" "1"
  345. "damage_table" "glass"
  346. }
  347.  
  348. "Glass.CSWindow"
  349. {
  350. "base" "Glass.Window"
  351. "health" "1" // Shatter immediately, even from grenades.
  352.  
  353. }
  354.  
  355. "Glass.picture"
  356. {
  357. "base" "Glass.Base"
  358. "physicsmode" "1"
  359. }
  360. "Glass.CSWindow2"
  361. {
  362. "base" "Glass.Window"
  363. "health" "1" // Shatter immediately, even from grenades.
  364. "physicsmode" "1"
  365.  
  366. }
  367.  
  368.  
  369. //=================================================================================
  370. // METAL
  371. //=================================================================================
  372. // Base damage modifiers for metal objects
  373. // DON'T USE THIS FOR A PROP. USE THE NON.BASE ONES.
  374. "Metal.Base"
  375. {
  376. "dmg.bullets" "1.0"
  377. "dmg.club" "1.0"
  378. "dmg.explosive" "1.0"
  379.  
  380. "health" "0" // By default, metal objects aren't breakable
  381. }
  382.  
  383. // Small metal blocks, less than 1 foot cubed
  384. // i.e. tin cans, paint tins, metal buckets.
  385. "Metal.Small"
  386. {
  387. "base" "Metal.Base"
  388. }
  389.  
  390. // Medium metal objects.
  391. // i.e. wheelbarrows, metal boxes, bicycles, barrels, ladders, filing cabinets.
  392. "Metal.Medium"
  393. {
  394. "base" "Metal.Base"
  395. "physicsmode" "1"
  396. }
  397.  
  398. // Large metal objects.
  399. // i.e. ibeams, dumpsters, car bodies, refridgerators
  400. "Metal.Large"
  401. {
  402. "base" "Metal.Base"
  403. "physicsmode" "1"
  404. }
  405.  
  406. // Breakable Medium Metal objects
  407. "Metal.break"
  408. {
  409. "base" "Metal.Base"
  410. "physicsmode" "1"
  411. "health" "10"
  412. }
  413.  
  414. // Breakable Medium Metal objects
  415. "Metal.break2"
  416. {
  417. "base" "Metal.Base"
  418. "physicsmode" "1"
  419. "health" "100"
  420. }
  421.  
  422. // Medium metal objects (Client Side).
  423. // i.e. wheelbarrows, metal boxes, bicycles, barrels, ladders, filing cabinets.
  424. "Metal.MediumClient"
  425. {
  426. "base" "Metal.Base"
  427. "physicsmode" "3"
  428. }
  429.  
  430.  
  431.  
  432. //=================================================================================
  433. // PLASTIC
  434. //=================================================================================
  435. // Base damage modifiers for plastic objects
  436. // DON'T USE THIS FOR A PROP. USE THE NON.BASE ONES.
  437. "Plastic.Base"
  438. {
  439. "dmg.bullets" "1.0"
  440. "dmg.club" "1.0"
  441. "dmg.explosive" "1.0"
  442. "health" "0"
  443. }
  444.  
  445. // Plastic blocks, less than 2 foot cubed
  446. // i.e. plastic cups, plastic milk crates, phones
  447. "Plastic.Small"
  448. {
  449. "base" "Plastic.Base"
  450. }
  451.  
  452. // Plastic blocks, less than 4 foot cubed
  453. // i.e. plastic chairs, tables, barrels
  454. "Plastic.Medium"
  455. {
  456. "base" "Plastic.Base"
  457. }
  458.  
  459. // Large Plastic objects, or medium objects with mixes of plastic & metal that you still want destructable
  460. // i.e. computer equipment
  461. "Plastic.Large"
  462. {
  463. "base" "Plastic.Base"
  464. "physicsmode" "1"
  465. }
  466.  
  467.  
  468. // Breakable medium plastic objects
  469. "Plastic.break"
  470. {
  471. "base" "Plastic.Base"
  472. "physicsmode" "1"
  473. "health" "10"
  474. }
  475.  
  476. // Breakable small plastic objects
  477. "PlasticSmall.break"
  478. {
  479. "base" "Plastic.Base"
  480. "physicsmode" "3"
  481. "health" "10"
  482. }
  483.  
  484.  
  485. // Breakable small plastic objects
  486. "Plastic.Small2"
  487. {
  488. "base" "Plastic.Base"
  489. "physicsmode" "1"
  490. }
  491.  
  492.  
  493.  
  494. //=================================================================================
  495. // ITEMS
  496. //=================================================================================
  497. // Base damage modifiers for items
  498. // DON'T USE THIS FOR A PROP. USE THE NON.BASE ONES.
  499. "Item.Base"
  500. {
  501. "dmg.bullets" "1.0"
  502. "dmg.club" "1.0"
  503. "dmg.explosive" "1.0"
  504.  
  505. "health" "0" // By default, metal objects aren't breakable
  506. }
  507.  
  508. // Plastic blocks, less than 2 foot cubed
  509. // i.e. plastic cups, plastic milk crates, phones
  510. "Item.Small"
  511. {
  512. "base" "Item.Base"
  513. }
  514.  
  515. // Plastic blocks, less than 4 foot cubed
  516. // i.e. plastic chairs, tables, barrels
  517. "Item.Medium"
  518. {
  519. "base" "Item.Base"
  520. }
  521.  
  522. // Large Plastic objects, or medium objects with mixes of plastic & metal that you still want destructable
  523. // i.e. computer equipment
  524. "Item.Large"
  525. {
  526. "base" "Item.Base"
  527. "physicsmode" "1"
  528. }
  529.  
  530.  
  531. //=================================================================================
  532. // POTTERY
  533. //=================================================================================
  534. // Base damage modifiers for pottery objects
  535. // DON'T USE THIS FOR A PROP. USE THE NON.BASE ONES.
  536. "Pottery.Base"
  537. {
  538. "dmg.bullets" "1.0"
  539. "dmg.club" "1.25"
  540. "dmg.explosive" "1.5"
  541. }
  542.  
  543. // Pottery blocks, less than 2 foot cubed
  544. // i.e. flowerpots.
  545. "Pottery.Small"
  546. {
  547. "base" "Pottery.Base"
  548. "health" "5"
  549. "damage_table" "glass"
  550. }
  551.  
  552. // Medium pottery objects
  553. // i.e. large flowerpots.
  554. "Pottery.Medium"
  555. {
  556. "base" "Pottery.Base"
  557. "health" "40"
  558. }
  559.  
  560. // Large pottery objects
  561. // i.e. big chunks of wall plaster
  562. "Pottery.Large"
  563. {
  564. "base" "Pottery.Base"
  565. "health" "70"
  566. "physicsmode" "1"
  567. }
  568.  
  569. // Huge pottery objects.
  570. // i.e. big ornate pottery vessels.
  571. "Pottery.Huge"
  572. {
  573. "base" "Pottery.Base"
  574. "health" "100"
  575. "physicsmode" "1"
  576. }
  577.  
  578. // Breakable small pottery
  579. "Pottery.break"
  580. {
  581. "base" "Pottery.Base"
  582. "physicsmode" "3"
  583. "health" "20"
  584. }
  585.  
  586. // small potted plants
  587. "Pottery.Plant"
  588. {
  589. "base" "Pottery.Base"
  590. "physicsmode" "3"
  591. }
  592.  
  593. // Breakable small pottery (Server Side)
  594. "Pottery.break2"
  595. {
  596. "base" "Pottery.Base"
  597. "physicsmode" "1"
  598. "health" "20"
  599. }
  600.  
  601. // small potted plants (Breakable)
  602. "Pottery.PlantBreak"
  603. {
  604. "base" "Pottery.Base"
  605. "physicsmode" "3"
  606. "health" "20"
  607. }
  608.  
  609. //=================================================================================
  610. // FLESH
  611. //=================================================================================
  612. // Base damage modifiers for flesh objects
  613. // DON'T USE THIS FOR A PROP. USE THE NON.BASE ONES.
  614. "Flesh.Base"
  615. {
  616. "dmg.bullets" "1.25"
  617. "dmg.club" "1.0"
  618. "dmg.explosive" "1.5"
  619. }
  620.  
  621. // Flesh blocks that should die in a single hit
  622. // i.e. fruit, food items, gibs.
  623. "Flesh.Tiny"
  624. {
  625. "base" "Flesh.Base"
  626. "health" "3"
  627. }
  628.  
  629. // Flesh blocks, less than 1 foot cubed
  630. // i.e. fruit, food items, gibs.
  631. "Flesh.Small"
  632. {
  633. "base" "Flesh.Base"
  634. "health" "10"
  635. }
  636.  
  637.  
  638.  
  639. //=================================================================================
  640. // BREAKABLE DATA. NOT PROPDATA TYPES.
  641. //=================================================================================
  642. "BreakableModels"
  643. {
  644. // Sorted in order of smallest to largest
  645.  
  646. "WoodChunks"
  647. {
  648. "models\Gibs\wood_gib01e.mdl" "1"
  649. "models\Gibs\wood_gib01d.mdl" "1"
  650. "models\Gibs\wood_gib01c.mdl" "1"
  651. "models\Gibs\wood_gib01b.mdl" "1"
  652. "models\Gibs\wood_gib01a.mdl" "1"
  653. }
  654. "GlassChunks"
  655. {
  656. "models\Gibs\Glass_shard01.mdl" "1"
  657. "models\Gibs\Glass_shard02.mdl" "1"
  658. "models\Gibs\Glass_shard03.mdl" "1"
  659. "models\Gibs\Glass_shard04.mdl" "1"
  660. "models\Gibs\Glass_shard05.mdl" "1"
  661. "models\Gibs\Glass_shard06.mdl" "1"
  662. }
  663. "ConcreteChunks"
  664. {
  665. "models\props_debris\concrete_chunk08a.mdl" "1"
  666. "models\props_debris\concrete_chunk09a.mdl" "1"
  667. "models\props_debris\concrete_chunk03a.mdl" "1"
  668. "models\props_debris\concrete_chunk07a.mdl" "1"
  669. "models\props_debris\concrete_chunk09a.mdl" "1"
  670. "models\props_debris\concrete_chunk02a.mdl" "1"
  671. }
  672. "MetalChunks"
  673. {
  674. "models\Gibs\metal_gib1.mdl" "1"
  675. "models\Gibs\metal_gib2.mdl" "1"
  676. "models\Gibs\metal_gib3.mdl" "1"
  677. "models\Gibs\metal_gib4.mdl" "1"
  678. "models\Gibs\metal_gib5.mdl" "1"
  679. }
  680. }
  681. }
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement