Func breakable (GoldSrc): Difference between revisions

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{{GoldSource base point|func_breakable}}
{{back|List of HL1 entities}}
{{GoldSource base brush|func_breakable}}


==Entity description==
==Entity description==

Revision as of 14:07, 21 December 2016

List of HL1 entities
Todo: The deprecated template {{Base brush}}, {{Brush ent}} or {{Tf2 brush}} (and similar) was used. Use {{Entity}} instead.

GoldSrc func_breakable is a brush entity available in all GoldSrc engine games.

Entity description

The func_breakable is a brush based entity that will break upon taking a specified amount of damage. It can also be set to never break by setting the "Strength" keyvalue to 0.

Keyvalues

Name ([todo internal name (i)]) <string>
Name - If a name is given to this entity, it can be activated by another trigger. If you activate the func_breakable, it will break.


Global entity name ([todo internal name (i)]) <string>
If this entity is used between multiple levels, all entitys with this global entity name will have the same stats and properties.


Target on break ([todo internal name (i)]) <string>
Entity to activate upon breaking.


Strength ([todo internal name (i)])
How much damage to take before breaking. Will never break if set to 0.


Material Type ([todo internal name (i)]) <choices>
  • 0 : Glass
  • 1 : Wood
  • 2 : Metal
  • 3 : Flesh
  • 4 : Cinder Block
  • 5 : Ceiling Tile
  • 6 : Computer
  • 7 : Unbreakable Glass
  • 8 : Rocks


Gibs Direction ([todo internal name (i)]) <choices>
  • 0 : Random
  • 1 : Relative to attack


Delay before fire ([todo internal name (i)])


Gib model ([todo internal name (i)]) <string>


Spawn on break ([todo internal name (i)]) <choices>
Item to spawn when broken.


{{{1}}} ([todo internal name (i)])


Render Mode ([todo internal name (i)]) <choices>
  • 0 : Normal
  • 1 : Color
  • 2 : Texture¨
  • 3 : Glow
  • 4 : Solid
  • 5 : Additive


FX Amount (0 - 255) ([todo internal name (i)]) <integer>
The FX amount is used by the selected Render Mode.


FX Color (R G B) ([todo internal name (i)]) <color255>
The FX color is used by the selected Render Mode.


Minimum light level ([todo internal name (i)])

Flags

  • 1 - Only Trigger
  • 2 - Touch
  • 4 - Pressure
  • 256 - Instant Crowbar