func_breakable

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func_breakable is a brush entity available in all Source games. It is a brush that can take damage and break apart, optionally producing gibs.

Contents

Keyvalues

Min Damage to Hurt <int>
The brush will ignore damage that amounts to less than this figure.
Minimum Light Level <float>
The surface of the brush will never dip below this level of brightness. Confirm: Colour depends on the environment.
Physics Impact Damage Scale <float>
Scales the damage this object takes from physics impacts. Set to 1.0 for materials as strong as flesh, smaller numbers indicate stronger materials.
0 means this feature is disabled for backwards compatibility.

BreakableBrush:

Prop Data <choices>
Set to the best approximation of the size and material of this entity's brushes. If set, this will override Strength and Material Type. See prop_data base types for what each entry specifies.
  • None
  • Wooden.Tiny
  • Wooden.Small
  • Wooden.Medium
  • Wooden.Large
  • Wooden.Huge
  • Metal.Small
  • Metal.Medium
  • Metal.Large
  • Cardboard.Small
  • Cardboard.Medium
  • Cardboard.Large
  • Stone.Small
  • Stone.Medium
  • Stone.Large
  • Stone.Huge
  • Glass.Small
  • Plastic.Small
  • Plastic.Medium
  • Plastic.Large
  • Pottery.Small
  • Pottery.Medium
  • Pottery.Large
  • Pottery.Huge
  • Glass.Window
Strength <int>
The damage to take before breaking. The brush will not break from damage if this is 0.
Material Type <choices>
Decides what sounds to make when damaged, and what gibs to produce when broken.
  • Glass
  • Wood
  • Metal
  • Flesh
  • CinderBlock
  • Ceiling Tile
  • Computer
  • Unbreakable Glass
  • Rocks
Gibs Direction <choices>
Which direction to throw gibs in when broken.
  • Random
  • Relative to Attack
  • Use Precise Gib Dir
Precise Gib Direction <Angle>
An exact direction in which to throw gibs when breaking. Be sure to select "Use Precise Gib Dir" in Gibs Direction!
Damaging it Doesn't Push It <bool>
When enabled the brush will move in response to damage.
Spawn On Break <choices>
When broken, an entity of the selected type will be created.
  • item_battery
  • item_healthkit
  • item_ammo_pistol
  • item_ammo_pistol_large
  • item_ammo_smg1
  • item_ammo_smg1_large
  • item_ammo_ar2
  • item_ammo_ar2_large
  • item_box_buckshot
  • item_smg1_grenade
  • item_box_sniper_rounds
  • weapon_stunstick
  • weapon_ar2
  • weapon_smg1
  • weapon_slam
  • weapon_shotgun
  • item_dynamic_resupply
Explode Magnitude <int>
If non-zero, when this entity breaks it will create an explosion that causes the specified amount of damage. Confirm: Damage radius is proportional to magnitude.
Pressure Delay <float>
A delay, in seconds, that the prop will wait between reaching 0 health and breaking. Allows for pressure/straining sound to play.

Global:

Global Entity Name <string>
Name by which this entity is linked to another entity in a different map. When the player transitions to a new map, entities in the new map with global names matching entities in the previous map will have the previous map's state copied over to them.

Parentname:

Parent <targetname>
Specifies the targetname of this entity's movement parent. Entities with parents move with their parent.

Breakable:

Explosion Damage <float>
Explosion Radius <float>
If both values are non-zero, when the entity breaks it will create an explosion causing the specified amount of damage over the specified radius.
Performance Mode <choices>
Used to limit the amount of gibs produced when this entity breaks, for performance reasons.
  • Normal
  • Limit Gibs
  • Full Gibs on All Platforms

DamageFilter:

Damage Filter <targetname>
Name of the filter_damage_type that controls what damages this entity.

Shadow:

Disable shadows <bool>
Prevent the entity from creating cheap render-to-texture shadows. Does not affect shadow mapping.

Targetname:

Name <string>
The targetname other entities refer to this entity by.

Angles:

Pitch Yaw Roll (Y Z X) <angle>
This entity's angular orientation in the world.

Origin:

Origin <origin>
The position of this entity's center in the world. Rotating entities typically rotate around their origin.

Flags

  • 1 : Only Break on Trigger - This entity will only break when it receives an input.
  • 2 : "Break on Touch - This entity will break when collided with.
  • 4 : "Break on Pressure - This entity will break when pressure is applied to this entity.
  • 512 : Break immediately on Physics - This entity will break when it hits the ground, if it is attached to a physics entity.
  • 1024 : Don't take physics damage - This entity will not break when dropped with physics, no matter what.

Inputs

EnableDamageForces
DisableDamageForces
Whether damaging the entity applies physics forces to it.

Breakable:

Break
Removes the entity from the server and creates its gibs on the client.
SetHealth <int>
Sets the breakable's health (zero means break).
AddHealth <int>
RemoveHealth <int>
Adds to/removes from the breakable's health.
EnablePhyscannonPickup
DisablePhyscannonPickup
Allows/prevents the Gravity Gun to pick the breakable up.
SetMass <float>
Set mass of this object. To do: In what unit?

DamageFilter:

SetDamageFilter <targetname>
Sets the entity to use as damage filter. Pass an empty string ("") to clear.

Shadow:

EnableShadow
DisableShadow
Control the entity's cheap render-to-texture shadow. Does not affect shadow mapping.

Targetname:

Kill
Removes this entity from the world.
KillHierarchy
Removes this entity and all its children from the world.
AddOutput <string>
Evaluates a keyvalue/output on this entity. It can be potentially very dangerous, use with care.
Format: <key> <value>
Format: <output name> <targetname>:<inputname>:<parameter>:<delay>:<max times to fire, -1 means infinite>
FireUser1 to FireUser4
Fire the OnUser outputs; see User Inputs and Outputs.

Parentname:

SetParent <targetname>
Move with this entity. See Entity Hierarchy (parenting).
SetParentAttachment <string>
Attach to a named attachment on the current parent. The entity will teleport so that the position of its root bone matches that of the attachment.
SetParentAttachmentMaintainOffset <string>
As above, but without teleporting. The entity retains its position relative to the attachment at the time of the input being received.
ClearParent
Removes this entity from its current movement hierarchy.

Shadow:

EnableShadow
DisableShadow
Control the entity's cheap render-to-texture shadow. Does not affect shadow mapping.

RenderFields:

Color <color255>
Set the rendercolor.
Alpha <byte>
Set the renderamt.

Outputs

Breakable:

OnBreak
Fired when this breakable breaks. (activator is the breaker)
OnTakeDamage
The breakable has taken damage.
OnHealthChanged <float>
The health of the breakable has changed. Passes the new value as a normalised percentage of max health.
OnPhysCannonDetach
Prop has started its ACT_PHYSCANNON_DETACH activity (caused by the gravity gun ripping it from a wall).
OnPhysCannonAnimatePreStarted
OnPhysCannonAnimatePullStarted
Prop has started its ACT_PHYSCANNON_ANIMATE_PRE or ACT_PHYSCANNON_ANIMATE activities. Both are caused by the player trying to grab the prop with the gravity gun; ANIMATE_PRE plays once, then ANIMATE starts looping.
OnPhysCannonAnimatePostStarted
Prop has started its ACT_PHYSCANNON_ANIMATE_POST activity (caused by the player letting the prop go from the gravity gun).
OnPhysCannonPullAnimFinished
Prop has finished all gravity gun-related animations.

Targetname:

OnUser1 to OnUser4
Fired in response to the FireUser inputs; see User Inputs and Outputs.
OnKilled (New with Left 4 Dead)
Fired when the entity is killed and removed from the game.
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