Func breakable surf: Difference between revisions
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Bug:Using Tile as the Surface Type in Half-Life 2 will show missing textures and make the whole surface passable on damage. [todo tested in ?]
Bug:Using this entity on a map that's on the center grid (blue lines in hammer 2D view), will cause the break sound to play from both the window, and from the center of the map regardless of what you do. Can be solved by moving the level out of the blue cross.(Only tested on CS:GO) [todo tested in ?]
JensTrolldom (talk | contribs) No edit summary |
(Needs more materials that work in other games) |
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{{brushmodel}} | {{brushmodel}} | ||
The following standard textures are meant to work with this entity (using any other may crash the game on startup! {{todo|When exactly does it crash?}} ): | The following standard textures are meant to work with this entity (using any other may crash the game on startup! {{todo|What materials work in other games?}} {{todo|When exactly does it crash?}} ): | ||
* <code>glass/glasswindowbreak070a</code> (but ''not'' <code>glass/glasswindowbreak070b</code>!) | * <code>glass/glasswindowbreak070a</code> (but ''not'' <code>glass/glasswindowbreak070b</code>!) | ||
* <code>tile/tilebreak001c</code> (using this will stretch the texture if broken) | * <code>tile/tilebreak001c</code> (using this will stretch the texture if broken) | ||
Revision as of 02:41, 14 August 2017
Entity description
It 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
The following standard textures are meant to work with this entity (using any other may crash the game on startup!
Todo: What materials work in other games?
Todo: When exactly does it crash?
):
glass/glasswindowbreak070a
(but notglass/glasswindowbreak070b
!)tile/tilebreak001c
(using this will stretch the texture if broken)


Keyvalues
- Fragility ([todo internal name (i)]) <integer>
- If the 'Surface Type' is set to Glass, this value sets how fragile the glass pieces are after the surface has been broken.
- Surface Type ([todo internal name (i)]) <choices>
- Surface material type
- 0 : Glass
- 1 : Tile
Breakable (brush):
- Prop Data (propdata) <integer choices>
- Set to the best approximation of the size and material of this entity's brushes. If set, this will override Strength and Material Type. If set, it will override this entity's health and damage taken from various weapons. See prop_data base types for what each entry specifies.
Choices Note:Some settings can make the brush unbreakable.
- 0: None
- 1: Wooden.Tiny
- 2: Wooden.Small
- 3: Wooden.Medium
- 4: Wooden.Large
- 5: Wooden.Huge
- 6: Metal.Small
- 7: Metal.Medium
- 8: Metal.Large
- 9: Cardboard.Small
- 10: Cardboard.Medium
- 11: Cardboard.Large
- 12: Stone.Small
- 13: Stone.Medium
- 14: Stone.Large
- 15: Stone.Huge
- 16: Glass.Small
- 17: Plastic.Small
- 18: Plastic.Medium
- 19: Plastic.Large
- 20: Pottery.Small
- 21: Pottery.Medium
- 22: Pottery.Large
- 23: Pottery.Huge
- 24: Glass.Window
- Strength/Health (health) <integer>
- The damage to take before breaking. The brush will not break from damage if this is 0.
- Material Type (material) <integer choices>
- Set to the material type of the brush. Decides what sounds to make when damaged, and what gibs to produce when broken.
Choices - 0: Glass - As stated, uses glass gibs and sounds. Gibs may not match with material used.
- 1: Wood - As stated, uses wood gibs and sounds. Gibs may not match with material used, and may be too big for certain brushes.
- 2: Metal - As stated, uses metal gibs and sounds. Gibs are very small, and evidently made for vents. May not match material.
- 3: Flesh - Uses HL1 gib death sounds and wood gibs. Not much practicality for this type unless one is making a meat slab (With proper gibs, of course).
- 4: CinderBlock - Uses concrete gibs and sounds. Gibs may not match with material and be too big for the brush.
- 5: Ceiling Tile - Uses tile sounds, wood gibs and HL1 plaster gib death sound.
- 6: Computer - Uses spark sounds and wood gibs, coupled with an HL1 gib death sound.
- 7: Unbreakable Glass - Uses glass sounds. Using this material type overrides any Strength value previously set to 0, making it unbreakable.
- 8: Rocks - Uses concrete gibs and sounds. Gibs may not match with material, and don't even look like rocks to begin with.
- 9: Web !FGD - Only functional in Half Life Source.
- 10: None
- Gibs Direction (explosion) <integer choices>
- Used to decide which direction to throw gibs when broken.
Choices - 0: Random
- 1: Relative to Attack
- 2: Use Precise Gib Dir (see below)
- Precise Gib Direction (gibdir) <angle>
- An exact direction in which to throw gibs when breaking. Be sure to select "Use Precise Gib Dir" in Gibs Direction!
- Damaging it Doesn't Push It (nodamageforces) <boolean>
- When enabled the brush will move in response to damage.
- Gib Model (gibmodel) <model path>
- Specify a custom gib model to break into, overriding the Material Type.
Note:Custom gib model is only precached in
Half-Life: Source and
Half-Life Deathmatch: Source.
Code Fix:Remove the #ifdefs from lines 457 and 1077 in
func_break.cpp
, as well as their associated #endifs.
- Spawn On Break (spawnobject) <integer choices>
- When broken, an entity of the selected type will be created.
Note:Only these entities may be spawned. This can be fixed by modifying
func_break.cpp
.Workaround:Use the OnBreak output to spawn a point_template.
Standard Choices - Nothing
- item_battery
- item_healthkit
- item_ammo_pistol
- item_ammo_pistol_large
- item_ammo_smg1
- item_ammo_smg1_large
- item_ammo_ar2
- item_ammo_ar2_large
- item_box_buckshot
- item_flare_round
- item_box_flare_rounds
- item_ml_grenade
- item_smg1_grenade (unusable!)
- item_box_sniper_rounds
- Unused
- weapon_stunstick
- weapon_ar1 (unusable!)
- weapon_ar2
- Unused
- weapon_ml
- weapon_smg1
- weapon_smg2 (unusable!)
- weapon_slam (unusable!)[Why?]
- weapon_shotgun
- weapon_molotov (unusable!)
- item_dynamic_resupply
Half-Life: Source Choices (also in
)
- Explode Magnitude (explodemagnitude) <integer>
- If non-zero, when this entity breaks it will create an explosion that causes the specified amount of damage.
|
Breakable (common):
- Performance Mode (PerformanceMode) <choices>
- Used to limit the amount of gibs produced when this entity breaks, for performance reasons.
Choices - 0: Normal
- 1: No Gibs
- 2: Full Gibs on All Platforms (Xbox 360, PS3, etc)
- 3: Reduced gibs
- Min Damage to Hurt (minhealthdmg) <integer>
- If a single hit to the object doesn't do at least this much damage, the prop won't take any of the damage it attempted to give.
- Pressure Delay (PressureDelay) <float>
- Seconds to delay breaking from pressure. Allows creaking/groaning sounds to play.
- Health (health) <integer>
- How close to breaking the object is.
- Maximum Health (max_health) <integer>
- Health cannot exceed this amount.
- Physics Impact Damage Scale (physdamagescale) <float>
- Multiplier for damage amount when this entity is hit by a physics object. With a value of 0 the entity will take no damage from physics.
Who can break this? - 0: Everyone
- 1: All Infected
- 2: Only Tanks
![]()
![]() |
RenderFields:
- Render Mode (rendermode) <byte choices>
- Set a non-standard rendering mode on this entity.
Render Modes
- Render FX (renderfx) <byte choices>
- Various somewhat legacy alpha effects. See render effects.
- Render Amount / Transparency (renderamt) <byte>
- Transparency amount, requires a Render Mode other than Normal. 0 is invisible, 255 is fully visible.
- Render Color (R G B) (rendercolor) <color255>
- Color tint.
Shadow:
- Disable Shadows (disableshadows) <boolean>
- Prevents the entity from creating cheap render-to-texture shadows, or lightmap shadows if the entity is a prop_static. Does not affect shadow mapping.
- Disable Receiving Shadows (disablereceiveshadows) <boolean>
- Prevent the entity from receiving dynamic shadows on itself.
- Shadow Cast Distance (shadowcastdist) <integer> !FGD
- Sets how far the entity casts dynamic shadows. 0 means default distance from the shadow_control entity.
- Disable Shadow Depth (disableshadowdepth) <boolean> (in all games since
)
- Used to disable rendering into shadow depth (for projected textures) for this entity.
- Disable flashlight (disableflashlight) <boolean> (in all games since
)
- Used to disable projected texture lighting and shadows on this entity.
- Projected Texture Cache (shadowdepthnocache) <integer choices> (in all games since
)
- Used to hint projected texture system whether it is sufficient to cache shadow volume of this entity or to force render it every frame instead.
Choices - 0 : Default
- 1 : No cache - render every frame
- 2 : Cache it - render only once
Flags
- 1 : Physics damage decals
- 2 : Take damage from held objects
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
- Shatter <vector >
- Shatter the window. Input a vector. First two coordinates are the X,Y center of the shattering (as values from 0-1). The third coordinate is the radius of the shatter, in inches.
BreakableBrush:
- 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.
- RemoveHealth <integer >
- Removes health from the breakable.
- SetMass <float >
- Damaging the entity applies physics forces to it.
RenderFields:
- Alpha <integer 0–255>
- Sets the entity's transparency to a number from 0 (invisible) to 255 (fully visible). Requires the entity to have its
rendermode
set to a number other than0
.
- Color <color255 >
- Sets an RGB color for the entity.
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
)
- This object will not receive light or shadows from projected textures.
- EnableReceivingFlashlight (in all games since
)
- This object may receive light or shadows from projected textures.
Outputs
BreakableBrush:
- OnBreak
- !activator = entity that breaks the object
!caller = this entity
Fired when this object breaks.
- OnHealthChanged <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
- func_breakable
- Breakable Glass - How to create breakable glass.
- Glass that starts out broken - Making glass start out broken.