Template:I Breakable: Difference between revisions

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m (Robot: fixing template case.)
(I don't know why SetMass is here, but it is)
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{{ScrollBox|title=Breakable|
; <code>Break</code>
: Removes the entity from the server and creates its gibs on the client.
; <code>SetHealth <[[int]]></code>
: Sets the breakable's health (zero means break).
; <code>AddHealth <int></code>
; <code>RemoveHealth <int></code>
: Adds to/removes from the breakable's health.
; <code>EnablePhyscannonPickup</code>
; <code>DisablePhyscannonPickup</code>
: Allows/prevents the [[weapon_physcannon|Gravity Gun]] to pick the breakable up.
; <code>SetMass <[[float]]></code>
: Set mass of this object. {{todo|In what unit?}}
{{I DamageFilter}}
{{I Shadow}}
{{I Targetname}}
{{I Targetname}}
*{{I RenderFields}}
}}
* {{I Shadow}}
* '''Break'''
: Breaks the breakable.
* '''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.

Revision as of 09:31, 20 July 2009

Breakable:
Break
Removes the entity from the server and creates its gibs on the client.
SetHealth <int>
Sets the breakable's health (zero means break).
AddHealth <int>
RemoveHealth <int>
Adds to/removes from the breakable's health.
EnablePhyscannonPickup
DisablePhyscannonPickup
Allows/prevents the Gravity Gun to pick the breakable up.
SetMass <float>
Set mass of this object.
Todo: In what unit?

DamageFilter:

SetDamageFilter <string>
Sets the entity to use as damage filter. Pass in an empty string (no parameter) to clear the damage filter.

Shadow:

DisableShadow
Turn dynamic shadows off for this entity. Identical to applying  EF_NOSHADOW.
EnableShadow
Turn dynamic shadows on for this entity.
DisableReceivingFlashlight  (in all games since Portal 2)
This object will not receive light or shadows from projected textures.
EnableReceivingFlashlight  (in all games since Portal 2)
This object may receive light or shadows from projected textures.