Template:KV BreakableBrush
From Valve Developer Community
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.
