Prop wall breakable: Difference between revisions
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{{CD2|CPropBreakableWall}} | |||
{{l4d2 point|prop_wall_breakable}} | {{l4d2 point|prop_wall_breakable}} | ||
A section of wall that's breakable just like doors are. | A section of wall that's breakable just like doors are. | ||
== Keyvalues == | == Keyvalues == | ||
{{KV Targetname}} | {{KV Targetname}} | ||
== Flags == | == Flags == | ||
{{fl|524288|Start Unbreakable}} | |||
== Inputs == | == Inputs == | ||
{{IO|SetUnbreakable|The wall can't be broken.}} | {{IO|SetUnbreakable|The wall can't be broken.}} | ||
{{IO|SetBreakable|The wall can be broken.}} | {{IO|SetBreakable|The wall can be broken.}} | ||
== Outputs == | == Outputs == | ||
{{IO|OnBreak|Fired when the wall changes damage states.}} | {{IO|OnBreak|Fired when the wall changes damage states.}} | ||
== See also == | == See also == | ||
* [[prop_door_rotating]] | * [[prop_door_rotating]] |
Revision as of 16:17, 21 November 2022
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CPropBreakableWall |
A section of wall that's breakable just like doors are.
Keyvalues
- Name (targetname) <string>[ Edit ]
- The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g.
parentname
ortarget
).
Also displayed in Hammer's 2D views and Entity Report.See also: Generic Keyvalues, Inputs and Outputs available to all entities
Flags
- Start Unbreakable : [524288]
Inputs
- SetUnbreakable
- The wall can't be broken.
- SetBreakable
- The wall can be broken.
Outputs
- OnBreak
- Fired when the wall changes damage states.