Func breakable: Difference between revisions

From Valve Developer Community
Jump to navigation Jump to search
No edit summary
m (minor tidy)
Line 1: Line 1:
{{wrongtitle|title=func_breakable}}
{{wrongtitle|title=func_breakable}}


==Entity Description==
== Entity description ==
A [[Entity#Brush_entities|brush entity]] that can be broken from damage or an input.  
A [[Entity#Brush_entities|brush entity]] that can be broken from damage or an input.  


==Availability==
== Availability ==
{{in game|brush}} {{game-base}}
{{in game|brush}} {{game-base}}
{{in code|class=class_c_breakable.html CBreakable|file=func__break_8cpp-source.html func_break.cpp}}
{{in code|class=class_c_breakable.html CBreakable|file=func__break_8cpp-source.html func_break.cpp}}


==Keyvalues==
== Keyvalues ==
* {{kv origin}}
* {{kv origin}}
* {{kv breakablebrush}}
* {{kv breakablebrush}}
Line 18: Line 18:
*'''physdamagescale'''
*'''physdamagescale'''
:<float> Scales damage energy when this object is hit by a physics object.
:<float> Scales damage energy when this object is hit by a physics object.
:{{note|0 means this feature is disabled for backwards compatibility.\nSet to 1.0 for materials as strong as flesh, smaller numbers indicate stronger materials.}}
:{{note|0 means this feature is disabled for backwards compatibility. Set to 1.0 for materials as strong as flesh, smaller numbers indicate stronger materials.}}


==Flags==
== Flags ==
*{{fl breakablebrush}}
*{{fl breakablebrush}}


==Inputs==
== Inputs ==
*{{i breakablebrush}}
*{{i breakablebrush}}
*{{i shadow}}
*{{i shadow}}


==Outputs==
== Outputs ==
*{{o breakablebrush}}
*{{o breakablebrush}}


==See Also==
== See also ==
* [[func_breakable_surf]]


[[func_breakable_surf]]
[[Category:Entities]]
 
[[Category:Brush Entities]]
[[Category:Entities]][[Category:Brush Entities]]

Revision as of 04:38, 1 March 2008

Template:Wrongtitle

Entity description

A brush entity that can be broken from damage or an input.

Availability

Template:In game Template:Game-base Template:In code

Keyvalues

<integer> The prop will ignore any damage events if the damage is less than this amount.
  • _minlight
<integer> The minimum level of ambient light that hits this brush.
  • physdamagescale
<float> Scales damage energy when this object is hit by a physics object.
Note.pngNote:0 means this feature is disabled for backwards compatibility. Set to 1.0 for materials as strong as flesh, smaller numbers indicate stronger materials.

Flags

  • Breakable (brush):
Only Break on Trigger : [1]
Break on Touch : [2]
Break on Pressure : [4]
Break immediately on Physics : [512]
Don't take physics damage : [1024]
Don't allow bullet penetration : [2048]

Inputs

  • BreakableBrush:
Break
Breaks the breakable.
SetHealth <integerRedirectInput/integer>
Sets a new value for the breakable's health. If the breakable's health reaches zero it will break.
AddHealth <integerRedirectInput/integer>
Adds health to the breakable.
RemoveHealth <integerRedirectInput/integer>
Removes health from the breakable.
SetMass <floatRedirectInput/float>
Damaging the entity applies physics forces to it.

Outputs

  • BreakableBrush:
OnBreak
!activator = entity that breaks the object
!caller = this entity
Fired when this object breaks.
OnHealthChanged <floatRedirectOutput/float>
!activator = entity that caused the health change
!caller = this entity
Fired whenever the health of the breakable has increased or decreased. This output automatically puts the new health amount as a decimal percent (e.g. 45% = 0.45) into the parameter box for inputs, if the mapper does not override the parameter with something else.

See also