dmg
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How much radius damage should be done, defaults to 0
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health
|
Default 100. If health is set to '0' the brush will not be shootable.
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mass
|
Default 75. This determines how much debris is emitted when it explodes. You get one large chunk per 100 of mass (up to 8) and one small chunk per 25 of mass (up to 16). So 800 gives the most.
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model2
|
optional md3 to draw over the solid clip brush. It will attach itself to the origin brush.
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noise
|
Sound to play when triggered. The explosive will default to a sound that matches it's 'type'. Use the sound name "nosound" (case in-sensitive) if you want it silent.
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scriptname
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Script whose death is triggered when the object is destroyed
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target
|
(If you see doubled target keys, this was done for future coding reasons)
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targetname
|
(If you see doubled targetname keys, this was done for future coding reasons)
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targetname
|
If set, no touch field will be spawned and a remote button or trigger field triggers the explosion.
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type
|
Type of debris ("glass", "wood", "metal", "gibs", "brick", "rock", "fabric") default is "wood"
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wait
|
How long (in seconds) to leave the model after it's 'dead'. '-1' leaves forever.
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_castshadows;_cs
|
Allows per-entity control over shadow casting. Defaults to 0 on entities, 1 on world. 0 = no shadow casting. 1 = cast shadows on world. > 1 = cast shadows on entities with _rs (or _receiveshadows) with the corresponding value, AND world. Negative values imply same, but DO NOT cast shadows on world.
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_celshader
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Sets the cel shader used for this geometry. Note: omit the "textures/" prefix.
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_lightmapscale
|
Floating point value scaling the resolution of lightmaps on brushes/patches in this entity (default 1.0).
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_receiveshadows;_rs
|
Allows per-entity control over shadow reception. Defaults to 1 on everything (world shadows). 0 = receives NO shadows. > 1 = receive shadows only from corresponding keyed entities (see above) and world. < 1 = receive shadows ONLY from corresponding keyed entities.
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_targetname
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Used to attach a misc_model entity to this entity.
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