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Func pushable (GoldSrc): Difference between revisions

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{{HL1 topicon}}
{{HL1 topicon}}
{{Entity|func_pushable|type=e2|engine=goldsrc}}
{{This is a|name=func_pushable|e2|engine=goldsrc}}
{{ModernNote|In Source, this entity does not exist in the FGD but is still functional albeit without push sounds.}}
 
A pushable brush object with very primitive physics. It can be thought of as the predecessor to [[func_physbox]]. It is used in {{hl|4}} and {{hls|4}}.
A pushable brush object with very primitive physics. It can be thought of as the predecessor to [[func_physbox]]. It is used in {{hl|4}} and {{hls|4}}.


== Key Values ==
== Key Values ==
{{KV|Friction|float|The amount of friction in the brush.}}
{{KV|Friction|float|The amount of friction in the brush.}}
{{KV|Buoyancy|float|The amount of buoyancy in the brush.}}
{{KV|Buoyancy|float|The amount of buoyancy in the brush.}}

Revision as of 01:19, 9 September 2023

func_pushable is an e2 available in all GoldSrc GoldSrc games.

Warning.pngWarning:
  • The {{{engine}}} parameter is inconsistent with the name defined by the {{goldsrc}} template. This can most likely be fixed by setting the value of the {{{engine}}} parameter to GoldSrc.
    If a parameter is consistent but you're still seeing this warning, it may be an issue with the template itself. Please discuss it on the template's talk page.

A pushable brush object with very primitive physics. It can be thought of as the predecessor to func_physbox. It is used in Half-Life Half-Life and Half-Life: Source Half-Life: Source.

Key Values

Friction ([todo internal name (i)]) <float>
The amount of friction in the brush.
Buoyancy ([todo internal name (i)]) <float>
The amount of buoyancy in the brush.
Hull size ([todo internal name (i)]) <choices>
The size of the brushes' hull
Value Description
0 Point size
1 Player size
2 Big size
3 Player duck
Spawn on break ([todo internal name (i)]) <string>
What entity to spawn when this brush breaks.
Target on break ([todo internal name (i)]) <targetname>
What entity to fire an input to when this brush breaks.
Explosion magnitude ([todo internal name (i)]) <float>
How large should an explosion be when this brush breaks (if any)?
Material type ([todo internal name (i)]) <choices>
What material this brush uses. Will affect what kind of gibs are produced.
Value Description
0 Glass
1 Wood
2 Metal
3 Flesh
4 Cinder block
5 Ceiling tile
6 Computer
7 Unbreakable glass
8 Rock
Gib model ([todo internal name (i)]) <string>
Used to specify a custom model to use when this brush breaks.

Flags

  • 128: Breakable