Func pushable (GoldSrc): Difference between revisions
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(Revert changes - source version of func_pushable just acts like func_breakable with a flag) |
(Add details about Source 1 version of func_pushable) |
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{{HL1 topicon}} | {{HL1 topicon}} | ||
{{This is a|name=func_pushable|e2|engine=goldsrc}} | {{This is a|name=func_pushable|e2|engine=goldsrc|engine1=source}} | ||
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}}. | ||
== Flags == | |||
{{fl|128|Breakable}} - Allow the brush to be broken like [[func_breakable]]. | |||
{{fl|256|No Use}} {{only|{{hls|4}}}} {{!fgd}} - Prevent the player from picking up the brush with [[+use]]. | |||
== Key Values == | == Key Values == | ||
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|} | |} | ||
{{KV|Gib model|string|Used to specify a custom model to use when this brush breaks.}} | {{KV|Gib model|string|Used to specify a custom model to use when this brush breaks.}} | ||
[[Category:Entities]] | [[Category:Entities]] |
Revision as of 22:53, 6 December 2023
func_pushable
is an e2 available in all GoldSrc and
Source games.

- 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 and
Half-Life: Source.
Flags
- Breakable : [128] - Allow the brush to be broken like func_breakable.
- No Use : [256] (only in
Half-Life: Source) !FGD - Prevent the player from picking up the brush with +use.
Key Values
- 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
- 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