func_breakable
From Valve Developer Community
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> -
FireUser1toFireUser4 - Fire the
OnUseroutputs; 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:
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_DETACHactivity (caused by the gravity gun ripping it from a wall). -
OnPhysCannonAnimatePreStarted -
OnPhysCannonAnimatePullStarted - Prop has started its
ACT_PHYSCANNON_ANIMATE_PREorACT_PHYSCANNON_ANIMATEactivities. Both are caused by the player trying to grab the prop with the gravity gun;ANIMATE_PREplays once, thenANIMATEstarts looping. -
OnPhysCannonAnimatePostStarted - Prop has started its
ACT_PHYSCANNON_ANIMATE_POSTactivity (caused by the player letting the prop go from the gravity gun). -
OnPhysCannonPullAnimFinished - Prop has finished all gravity gun-related animations.
Targetname:
-
OnUser1toOnUser4 - Fired in response to the
FireUserinputs; see User Inputs and Outputs. -
OnKilled(New with Left 4 Dead) - Fired when the entity is killed and removed from the game.
