Prop wall breakable: Difference between revisions

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__NOTOC__
__NOTOC__
{{CD2|CPropBreakableWall}}
{{CD2|CPropBreakableWall}}
{{this is a|point entity|name=prop_wall_breakable|game=Left 4 Dead 2}}
{{this is a|model entity|name=prop_wall_breakable|game=Left 4 Dead 2}}


A section of wall that's breakable just like doors are.
A section of wall that's breakable just like doors are.
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== Inputs ==
== Inputs ==
{{IO|SetUnbreakable|The wall can't be broken.}}
{{I|SetUnbreakable|The wall can't be broken.}}
{{IO|SetBreakable|The wall can be broken.}}
{{I|SetBreakable|The wall can be broken.}}


== Outputs ==
== Outputs ==
{{IO|OnBreak|Fired when the wall changes damage states.}}
{{O|OnBreak|Fired when the wall changes damage states.}}


== See also ==
== See also ==

Latest revision as of 09:38, 19 May 2025

C++ class hierarchy
CPropBreakableWall
CPropDoorRotatingBreakable
CPropDoorRotating
CBasePropDoor
CDynamicProp
CBreakableProp
CBaseProp
CBaseAnimating
CBaseEntity

prop_wall_breakable is a model entity available in Left 4 Dead 2 Left 4 Dead 2.

A section of wall that's breakable just like doors are.

Keyvalues

Name (targetname) <string>[ Edit ]
The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g. parentname or target).
Also displayed in Hammer's 2D views and Entity Report.
See also:  Generic Keyvalues, Inputs and Outputs available to all entities

Flags

Start Unbreakable : [524288]

Inputs

SetUnbreakable
The wall can't be broken.
SetBreakable
The wall can be broken.

Outputs

OnBreak
Fired when the wall changes damage states.

See also