Prop wall breakable: Difference between revisions

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(Cleanup)
(-added class hierarchy, cleanup)
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{{CD2|CPropBreakableWall}}
{{l4d2 point|prop_wall_breakable}}
{{l4d2 point|prop_wall_breakable}}


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


== Keyvalues ==
== Keyvalues ==
{{KV Targetname}}
{{KV Targetname}}
{{KV Parentname}}
{{KV Angles}}
{{KV Global}}
{{KV Studiomodel}}
{{KV BaseFadeProp}}


== Flags ==
== Flags ==
:* 524288 : Start Unbreakable
{{fl|524288|Start Unbreakable}}


== Inputs ==
== Inputs ==
{{IO|SetUnbreakable|The wall can't be broken.}}
{{IO|SetUnbreakable|The wall can't be broken.}}
{{IO|SetBreakable|The wall can be broken.}}
{{IO|SetBreakable|The wall can be broken.}}
{{I Targetname}}
{{I Parentname}}
{{I Studiomodel}}


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


== See also ==
== See also ==
* [[prop_door_rotating]]
* [[prop_door_rotating]]

Revision as of 16:17, 21 November 2022

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

Template:L4d2 point

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