Func breakable surf: Difference between revisions

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(Fix the error keyvalue, and added some more info about it and one of it's values.)
mNo edit summary
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*<code>tile/tilebreak001c</code> (using this will stretch the texture if broken)
*<code>tile/tilebreak001c</code> (using this will stretch the texture if broken)
*<code>glass/urban_glass_3</code> {{CSGO add}}
*<code>glass/urban_glass_3</code> {{CSGO add}}
{{todo|What does a material need in order to work correctly?}}
Info for creating a material compatible with func_breakable_surf can be found [[Making a custom breakable surface|here]]
{{bug|Using Tile as the Surface Type in Half-Life 2 will show missing textures and make the whole surface non-solid when damaged.}}
{{bug|Using Tile as the Surface Type in Half-Life 2 will show missing textures and make the whole surface non-solid when damaged.}}
{{bug|The break sound will play from both the entity and the origin of the map (0,0,0), if this entity is placed on the boundary of the default [[visleaf]] cuts (indicated by blue lines in [[Hammer]] 2D view).}}
{{bug|The break sound will play from both the entity and the origin of the map (0,0,0), if this entity is placed on the boundary of the default [[visleaf]] cuts (indicated by blue lines in [[Hammer]] 2D view).}}

Revision as of 09:26, 1 December 2019

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Breakable surf.jpg

Template:Base brush It defines a breakable surface, for partially breakable glass/tile/etc. All faces that are not ever visible to the player should use nodraw. Faces that will be broken must have exactly four sides. The material applied to the visible face must be set up to be breakable.

Note.pngNote:Despite common misconception, this entity is available and functional in Team Fortress 2, although without sounds.

The following standard textures are meant to work with this entity (using any other may crash the game on startup!):

  • glass/glasswindowbreak070a (but not glass/glasswindowbreak070b!)
  • tile/tilebreak001c (using this will stretch the texture if broken)
  • glass/urban_glass_3 Template:CSGO add

Info for creating a material compatible with func_breakable_surf can be found here

Icon-Bug.pngBug:Using Tile as the Surface Type in Half-Life 2 will show missing textures and make the whole surface non-solid when damaged.  [todo tested in ?]
Icon-Bug.pngBug:The break sound will play from both the entity and the origin of the map (0,0,0), if this entity is placed on the boundary of the default visleaf cuts (indicated by blue lines in Hammer 2D view).  [todo tested in ?]

Flags

  • 1: Physics damage decals
  • 2: Take damage from held objects
Note.pngNote:The 1 and 2 flags listed below (from CBreakable) do not apply to this entity! CBreakableSurface overrides them.

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]

Keyvalues

Fragility (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 (surfacetype) ([todo internal name (i)]) <choices>
Surface material type
  • 0: Glass
  • 1: Tile
error ([todo internal name (i)]) <choices> !FGD
Set automatically by Hammer to indicate an invalid glass/tile surface, when non-zero the entity will be removed when spawned, and a error message will be thrown in the console. This keyvalue is not included in Valve's FGDs, but is still fully functional.
  • 0: No Error
  • 1: Multiple Textured Faces
Note.pngNote:You must use tools/toolsnodraw to no draw the 5 remaining sides, or otherwise this error will be thrown!
  • 2: Non-Square Face

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.pngNote: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.pngNote:Custom gib model is only precached in Half-Life: Source Half-Life: Source and Half-Life Deathmatch: Source Half-Life Deathmatch: Source.
Cpp.pngCode 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.pngNote:Only these entities may be spawned. This can be fixed by modifying 🖿func_break.cpp.
PlacementTip.pngWorkaround:Use the OnBreak output to spawn a point_template.
Standard Choices
Half-Life: Source Half-Life: Source Choices (also in Half-Life Deathmatch: Source)
Explode Magnitude (explodemagnitude) <integer>
If non-zero, when this entity breaks it will create an explosion that causes the specified amount of damage.
Icon-Bug.pngBug:Non-functional. Will only explode if the explosion radius is > 0, yet the radius cannot be set as a keyvalue and the code does not generate a value for it.  (tested in: Half-Life 2Garry's Mod)
Obsolete keyvalues Obsolete
Dead model (deadmodel) <model path> !FGD Obsolete
Deprecated.
Purpose unknown. Does absolutely nothing inside code.
Shards (shards)  !FGD Obsolete
Deprecated.
Purpose unknown. Does absolutely nothing inside code.
Lip (lip)  !FGD Obsolete
Deprecated.
Purpose unknown. Does absolutely nothing inside code.

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.
Breakable By (BreakableType) <choices> (only in Left 4 Dead seriesLeft 4 Dead series)
Who can break this?
  • 0: Everyone
  • 1: All Infected
  • 2: Only Tanks
Non-Valve games Black Mesa
Enable Explosion Override (explosion_override) <choices> (only in Black Mesa) !FGD
Enable/disable explosion parameters override (explosion_particle, explosion_particle_liquid, explosion_attachment, explosion_soundscript and explosion_soundscript_liquid).
  • 0: No
  • 1: Yes
Explosion Particle (explosion_particle) <string> (only in Black Mesa) !FGD
A particle system to use when this entity explodes.
Explosion Particle Underwater (explosion_particle_liquid) <string> (only in Black Mesa) !FGD
A particle system to use when this entity explodes in water.
Explosion Attachment Point (explosion_attachment) <string> (only in Black Mesa) !FGD
An attachment point to use for custom explosion particle system.
Note.pngNote:Only for model entities, even despite the fact that this is also present in brush entities.
Explosion Sound Script (explosion_soundscript) <sound> (only in Black Mesa) !FGD
A sound script to use when this entity explodes.
Explosion Sound Script Underwater (explosion_soundscript_liquid) <sound> (only in Black Mesa) !FGD
A sound script to use when this entity explodes in water.
Icon-Important.pngImportant:Both explosion_soundscript and explosion_soundscript_liquid require a sound script, a raw sound file will not work.
Red x.png
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Inputs

Shatter <vectorRedirectInput/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 hammer units.

BreakableBrush:

Break
Breaks the breakable.
SetHealth <integerRedirectInput/integer>
Sets a new value for the breakable's health. If the breakable's health reaches zero it will break.
AddHealth <integerRedirectInput/integer>
Adds health to the breakable.
RemoveHealth <integerRedirectInput/integer>
Removes health from the breakable.
SetMass <floatRedirectInput/float>
Damaging the entity applies physics forces to it.
SetDamageFilter <targetnameRedirectInput/string>
Sets a filter for this entity for when it receives damage.
EnableDamageForces
Allows the entity to be pushed by damage done to it (usually force amount correlates with the damage done).
DisableDamageForces
Prevents the entity from being pushed by damage done to it.
Todo: move/mention at proper place


Outputs

BreakableBrush:

OnBreak
!activator = entity that breaks the object
!caller = this entity
Fired when this object breaks.
OnHealthChanged <floatRedirectOutput/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