Prop wall breakable: Difference between revisions
		
		
		
		
		
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{{CD2|CPropBreakableWall}}  | |||
{{l4d2 point|prop_wall_breakable}}  | {{l4d2 point|prop_wall_breakable}}  | ||
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}}  | ||
== Flags ==  | == Flags ==  | ||
{{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.}}  | ||
== Outputs ==  | == Outputs ==  | ||
{{IO|OnBreak|Fired when the wall changes damage states.}}  | {{IO|OnBreak|Fired when the wall changes damage states.}}  | ||
== See also ==  | == See also ==  | ||
* [[prop_door_rotating]]  | * [[prop_door_rotating]]  | ||
Revision as of 15:17, 21 November 2022
| CPropBreakableWall | 
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. 
parentnameortarget).
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.