Func breakable (GoldSrc): Difference between revisions
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Dr. Orange (talk | contribs) m (Fixed template) |
Dr. Orange (talk | contribs) (Updated templates) |
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{{GoldSource base brush|func_breakable}} | {{GoldSource base brush|func_breakable}} | ||
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== Keyvalues == | == Keyvalues == | ||
{{ | {{Hl1 kv breakable}} | ||
{{Hl1 kv renderfields}} | |||
{{Hl1 kv zhlt}} | |||
; Minimum light level <code><string></code> | |||
{{ | |||
{{ | |||
== Flags == | == Flags == | ||
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*4 - Pressure | *4 - Pressure | ||
*256 - Instant Crowbar | *256 - Instant Crowbar | ||
[[Category:Half-Life]] | [[Category:Half-Life]] | ||
[[Category:Half-Life Entities]] | |||
[[Category:Entities]] | |||
Revision as of 05:02, 30 July 2017
Todo: The deprecated template
{{Base brush}}, {{Brush ent}} or {{Tf2 brush}} (and similar) was used. Use {{Entity}} instead.
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
See {{Hl1 kv breakable}} page history.
- Render Mode (rendermode) <choices>
- Render Mode to use.
Render modes - Normal
- Color
- Texture
- Glow
- Solid
- Additive
- Render Amount (0-255) (renderamt) <integer>
- Controls transparency when using another render mode then normal. 0 is completely invisible, and 255 is opaque. If render mode is solid, then all values except 0 are opaque.
- Render Color (R G B) (rendercolor) <color255>
- Color to use by the specified render mode.
Also used on brush entities to control the speed of scrolling textures; see func_conveyor for more information.
- Render FX (renderfx) <choices>
- Render FX mode to use, for special effects.
Render effects - Normal
- Slow Pulse
- Fast Pulse
- Slow Wide Pulse
- Fast Wide Pulse
- Slow Fade Away
- Fast Fade Away
- Slow Become Solid
- Fast Become Solid
- Slow Strobe
- Fast Strobe
- Faster Strobe
- Slow Flicker
- Fast Flicker
- Constant Glow
- Distort
- Hologram (Distort + fade)
- Minimum light level (_minlight) <float>
- Range 0-2. 1 is full brightness, 2 is maximum overbright brightness.
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- Minimum light level
<string>
Flags
- 1 - Only Trigger
- 2 - Touch
- 4 - Pressure
- 256 - Instant Crowbar