css_enhanced_game_files/css_enhanced/game/hl2/scripts/propdata.txt
2024-09-07 15:58:38 +02:00

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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.
//
//
"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"
}
}
}