Func breakable: Difference between revisions

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{{wrongtitle|title=func_breakable}}
{{wrongtitle|title=func_breakable}}
{{base_brush}}
{{in code|class=class_c_breakable.html CBreakable|file=func__break_8cpp-source.html func_break.cpp}}


== Entity description ==
== Entity description ==
A [[Entity#Brush_entities|brush entity]] that can be broken from damage or an input.  
A [[Entity#Brush_entities|brush entity]] that can be broken from damage or an input.  
 
* See also [[func_breakable_surf]]
== Availability ==
{{in game|brush}} {{game-base}}
{{in code|class=class_c_breakable.html CBreakable|file=func__break_8cpp-source.html func_break.cpp}}


== Keyvalues ==
== Keyvalues ==
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== Outputs ==
== Outputs ==
*{{o breakablebrush}}
*{{o breakablebrush}}
== See also ==
* [[func_breakable_surf]]
[[Category:Entities]]
[[Category:Brush Entities]]

Revision as of 11:19, 12 April 2008

Template:Wrongtitle Template:Base brush Template:In code

Entity description

A brush entity that can be broken from damage or an input.

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.pngNote:0 means this feature is disabled for backwards compatibility. Set 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 <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.

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.