Func breakable surf: Difference between revisions
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*{{i shadow}} | *{{i shadow}} |
Revision as of 19:31, 19 January 2009
Template:Wrongtitle Template:Base brush
Description
A brush entity that defines a breakable surface, for partially breakable glass / tile / etc. All faces but the desired visible one must be marked as tools/toolsnodraw
and that face must have exactly four sides. The material applied to the visible face must be set up to be breakable.
Template:Brushmodel
Textures
The following standard textures are meant to work with this entity:
glass/glasswindowbreak070a
(but notglass/glasswindowbreak070b
!)
See also
- func_breakable
- Breakable Glass - How to create breakable glass.
- Glass that starts out broken - Making glass start out broken.
Keyvalues
- Template:Kv breakablebrush
- fragility
- <integer> If surfacetype is set to "Glass", this value sets how fragile the glass pieces are after the surface has been broken.
- surfacetype
- <choices>
Literal Value Description 0 Glass 1 Tile
Inputs
Parentname:
- SetParent <string >
- Move with this entity. See Entity Hierarchy (parenting).
- SetParentAttachment <string >
- Change this entity to attach to a specific attachment point on its parent. The entity will teleport so that the position of its root bone matches that of the attachment. Entities must be parented before being sent this input.
- SetParentAttachmentMaintainOffset <string >
- As above, but without teleporting. The entity retains its position relative to the attachment at the time of the input being received.
- ClearParent
- Removes this entity from the the movement hierarchy, leaving it free to move independently.
- DamageFilter:
- SetDamageFilter <string >
- Sets the entity to use as damage filter. Pass in an empty string (no parameter) to clear the damage filter.
- Template:I shadow
- Break
- Breaks the breakable completely. This will make the entity act like a normal func_breakable. If you wish to maintain the shattering behaviour/appearance, consider using the Shatter input below with a large radius value.
- SetHealth <integer>
- Sets a new value for the breakable's health. If the breakable's health reaches zero it will break.
- AddHealth <integer>
- Adds health to the breakable. If the breakable's health reaches zero it will break.
- RemoveHealth <integer>
- Removes health from the breakable. If the breakable's health reaches zero it will break.
- EnablePhyscannonPickup
- Makes the breakable able to picked up by the physcannon.
- DisablePhyscannonPickup
- Makes the breakable not able to picked up by the physcannon.
- EnableDamageForces
- Damaging the entity applies physics forces to it.
- DisableDamageForces
- Damaging the entity does not apply physics forces to it.
- Shatter <vector>
- Shatter the window. The input parameter, which must be provided, is a vector. The first two coordinates are the X,Y center of the shattering (as values from from 0-1). The third coordinate is the radius of the shatter, in inches. The format is simply x y z.
Outputs
- Template:O targetname
- OnBreak
- Fired when this breakable breaks. (!activator is the breaker)
- OnHealthChanged <float>
- Fired when the health of this breakable changes, passing the new value of health as a percentage of max health, from [0..1].
- OnPhysCannonDetach
- Fired when the physcannon has ripped this breakable off of the wall. Only fired if ACT_PHYSCANNON_DETACH is defined in the model this breakable is using.