// "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" { //================================================================================= // PHOENIX-STORMS 2 //================================================================================= "Tire.break" { "base" "Metal.Base" "health" "50" "breakable_count" "3" } "Glass.Break" { "base" "Glass.Base" "health" "5" "breakable_count" "5" "breakable_model" "GlassChunks" } }