Func breakable: Difference between revisions
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==Entity Description== | ==Entity Description== | ||
A brush entity that can be broken from damage | A brush entity that can be broken from damage or an input. | ||
==Availability== | ==Availability== | ||
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:<integer> The prop will ignore any damage events if the damage is less than this amount. | :<integer> The prop will ignore any damage events if the damage is less than this amount. | ||
*'''_minlight''' | *'''_minlight''' | ||
:< | :<integer> The minimum level of ambient light that hits this brush. | ||
*'''physdamagescale''' | *'''physdamagescale''' | ||
:<float> Scales damage energy when this object is hit by a physics object. | :<float> Scales damage energy when this object is hit by a physics object. | ||
:{{note|0 means this feature is disabled for backwards compatibility.\nSet to 1.0 for materials as strong as flesh, smaller numbers indicate stronger materials.}} | |||
==Flags== | ==Flags== |
Revision as of 18:12, 18 April 2006
Entity Description
A brush entity that can be broken from damage or an input.
Availability
Template:In game Template:Game-base Template:In code
Keyvalues
- <integer> The prop will ignore any damage events if the damage is less than this amount.
- _minlight
- <integer> The minimum level of ambient light that hits this brush.
- physdamagescale
- <float> Scales damage energy when this object is hit by a physics object.
Note:0 means this feature is disabled for backwards compatibility.\nSet to 1.0 for materials as strong as flesh, smaller numbers indicate stronger materials.
Flags
- 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
- 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.
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.