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- // "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.
- // "physicsmode" : Set multiplayer physics behaviour (1=full, 2=non-solid,3=clientside)
- // "multiplayer_break" : Set multiplayer breakable spawn behavior (default/server/client/both)
- // NOTE: if multiplayer_break is "both", each piece is spawned by the default dll unless its
- // "break" section has a "multiplayer_break" key with a value of "client" or "server".
- //
- "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"
- "physicsmode" "1"
- }
- // Cardboard Boxes full of paper
- // i.e. fileboxes, boxes of paper
- "Cardboard.break"
- {
- "base" "Cardboard.Base"
- "health" "10"
- "physicsmode" "1"
- }
- // Cardboard / Paper blocks, less than 1 foot cubed.
- // i.e. small cardboard boxes, notepads, newspapers, thin books.
- "Cardboard.Indestructable"
- {
- "base" "Cardboard.Base"
- }
- // Cardboard Boxes full of paper
- // i.e. fileboxes, boxes of paper
- "Cardboard.breakclient"
- {
- "base" "Cardboard.Base"
- "health" "10"
- "physicsmode" "3"
- }
- //=================================================================================
- // 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"
- "physicsmode" "1"
- }
- // Misc cloth objects
- // i.e. stuffed animals, hats, etc.
- "Cloth.Object"
- {
- "base" "Cloth.Base"
- "physicsmode" "3"
- }
- //=================================================================================
- // 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"
- "physicsmode" "3"
- "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"
- "physicsmode" "1"
- "breakable_count" "6"
- }
- // Huge wooden objects.
- // i.e Big Wardrobes, bookcases
- "Wooden.Huge"
- {
- "base" "Wooden.Base"
- "health" "130"
- "physicsmode" "1"
- "breakable_count" "10"
- }
- // small wooden objects
- // i.e sticks
- "Wooden.sticks"
- {
- "base" "Wooden.Base"
- "physicsmode" "1"
- "breakable_count" "0"
- }
- // Breakable Barrels
- // i.e Wine Barrel in de_Inferno
- "Wooden.Barrel"
- {
- "base" "Wooden.Base"
- "health" "50"
- "physicsmode" "1"
- "breakable_count" "0"
- }
- // Wooden blocks, less than 1 foot cubed.
- // i.e pieces of board, branches. (Server side version)
- "Wooden.Small2"
- {
- "base" "Wooden.Base"
- "health" "1"
- "physicsmode" "1"
- "breakable_count" "2"
- }
- // Breakable Barrels
- // i.e Wine Barrel in de_Inferno
- "Wooden.Barrel2"
- {
- "base" "Wooden.Base"
- "health" "201"
- "physicsmode" "1"
- "breakable_count" "0"
- }
- //=================================================================================
- // 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"
- "physicsmode" "3"
- }
- // 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"
- "physicsmode" "1"
- }
- // Huge stone blocks, less than 5 foot cubed
- // i.e. enormous rubble chunks
- "Stone.Huge"
- {
- "base" "Stone.Base"
- "health" "400"
- "physicsmode" "1"
- }
- // Gigantic stone blocks, more than 5 foot cubed
- // i.e. only damaged by the bomb
- "Stone.Gigantic"
- {
- "base" "Stone.Base"
- "health" "600"
- "physicsmode" "1"
- }
- //=================================================================================
- // 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"
- "physicsmode" "3"
- "damage_table" "glass"
- }
- "Glass.Window"
- {
- "base" "Glass.Base"
- "dmg.explosive" "1.0" // Override base glass explosive behavior
- "dmg.bullets" "0.5"
- "health" "1"
- "physicsmode" "1"
- "damage_table" "glass"
- }
- "Glass.CSWindow"
- {
- "base" "Glass.Window"
- "health" "1" // Shatter immediately, even from grenades.
- }
- "Glass.picture"
- {
- "base" "Glass.Base"
- "physicsmode" "1"
- }
- "Glass.CSWindow2"
- {
- "base" "Glass.Window"
- "health" "1" // Shatter immediately, even from grenades.
- "physicsmode" "1"
- }
- //=================================================================================
- // 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"
- "physicsmode" "1"
- }
- // Large metal objects.
- // i.e. ibeams, dumpsters, car bodies, refridgerators
- "Metal.Large"
- {
- "base" "Metal.Base"
- "physicsmode" "1"
- }
- // Breakable Medium Metal objects
- "Metal.break"
- {
- "base" "Metal.Base"
- "physicsmode" "1"
- "health" "10"
- }
- // Breakable Medium Metal objects
- "Metal.break2"
- {
- "base" "Metal.Base"
- "physicsmode" "1"
- "health" "100"
- }
- // Medium metal objects (Client Side).
- // i.e. wheelbarrows, metal boxes, bicycles, barrels, ladders, filing cabinets.
- "Metal.MediumClient"
- {
- "base" "Metal.Base"
- "physicsmode" "3"
- }
- //=================================================================================
- // 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"
- "physicsmode" "1"
- }
- // Breakable medium plastic objects
- "Plastic.break"
- {
- "base" "Plastic.Base"
- "physicsmode" "1"
- "health" "10"
- }
- // Breakable small plastic objects
- "PlasticSmall.break"
- {
- "base" "Plastic.Base"
- "physicsmode" "3"
- "health" "10"
- }
- // Breakable small plastic objects
- "Plastic.Small2"
- {
- "base" "Plastic.Base"
- "physicsmode" "1"
- }
- //=================================================================================
- // 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"
- "physicsmode" "1"
- }
- //=================================================================================
- // 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"
- "physicsmode" "1"
- }
- // Huge pottery objects.
- // i.e. big ornate pottery vessels.
- "Pottery.Huge"
- {
- "base" "Pottery.Base"
- "health" "100"
- "physicsmode" "1"
- }
- // Breakable small pottery
- "Pottery.break"
- {
- "base" "Pottery.Base"
- "physicsmode" "3"
- "health" "20"
- }
- // small potted plants
- "Pottery.Plant"
- {
- "base" "Pottery.Base"
- "physicsmode" "3"
- }
- // Breakable small pottery (Server Side)
- "Pottery.break2"
- {
- "base" "Pottery.Base"
- "physicsmode" "1"
- "health" "20"
- }
- // small potted plants (Breakable)
- "Pottery.PlantBreak"
- {
- "base" "Pottery.Base"
- "physicsmode" "3"
- "health" "20"
- }
- //=================================================================================
- // 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"
- }
- }
- }
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