Func pushable (GoldSrc): Difference between revisions
		
		
		
		
		
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| m (Fix entity tabs) |  (Revert changes - source version of func_pushable just acts like func_breakable with a flag) | ||
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| {{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 22:19, 6 December 2023
func_pushable  is an   e2  available in all  GoldSrc games.
 GoldSrc games.
 Warning:
Warning:
- 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 and  Half-Life: Source.
 Half-Life: Source.
Key Values
- Hull size ([todo internal name (i)]) <choices>
- The size of the brushes' hull
- Value - Description - 0- Point size - 1- Player size - 2- Big size - 3- Player 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 - 0- Glass - 1- Wood - 2- Metal - 3- Flesh - 4- Cinder block - 5- Ceiling tile - 6- Computer - 7- Unbreakable glass - 8- Rock 
- Gib model ([todo internal name (i)]) <string>
- Used to specify a custom model to use when this brush breaks.
Flags
- 128: Breakable

