Func pushable (GoldSrc): Difference between revisions
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{{EntityTabs| | {{EntityTabs|func_pushable|goldsrc=1|source=1|main=source}} | ||
{{HL1 topicon}} | {{HL1 topicon}} | ||
{{This is a|name=func_pushable|e2|engine=goldsrc}} | {{This is a|name=func_pushable|e2|engine=goldsrc}} | ||
Revision as of 22:14, 6 December 2023
func_pushable is an e2 available in all
GoldSrc games.
- The
{{{engine}}}parameter is inconsistent with the name defined by the {{goldsrc}} template. This can most likely be fixed by setting the value of the{{{engine}}}parameter toGoldSrc.
If a parameter is consistent but you're still seeing this warning, it may be an issue with the template itself. Please discuss it on the template's talk page.
A pushable brush object with very primitive physics. It can be thought of as the predecessor to func_physbox. It is used in
Half-Life and
Half-Life: Source.
Key Values
- Hull size ([todo internal name (i)]) <choices>
- The size of the brushes' hull
Value Description 0Point size 1Player size 2Big size 3Player duck
- Target on break ([todo internal name (i)]) <targetname>
- What entity to fire an input to when this brush breaks.
- Explosion magnitude ([todo internal name (i)]) <float>
- How large should an explosion be when this brush breaks (if any)?
- Material type ([todo internal name (i)]) <choices>
- What material this brush uses. Will affect what kind of gibs are produced.
Value Description 0Glass 1Wood 2Metal 3Flesh 4Cinder block 5Ceiling tile 6Computer 7Unbreakable glass 8Rock
- Gib model ([todo internal name (i)]) <string>
- Used to specify a custom model to use when this brush breaks.
Flags
- 128: Breakable