Func breakable surf: Difference between revisions
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==Description== | ==Description== | ||
A [[Entity#Brush_entities|brush entity]] that defines a breakable surface, for partially breakable glass / tile / etc. All faces but the desired visible one must be marked as <code>tools/[[Tool textures#nodraw|toolsnodraw]]</code> and that face must have exactly four sides. The material applied to the visible face must be set up to be breakable. | A [[Entity#Brush_entities|brush entity]] that defines a breakable surface, for partially breakable glass / tile / etc. All faces but the desired visible one must be marked as <code>tools/[[Tool textures#nodraw|toolsnodraw]]</code> and that face must have exactly four sides. The material applied to the visible face must be set up to be breakable. | ||
{{brushmodel}} | |||
==Textures== | ==Textures== |
Revision as of 16:57, 10 May 2008
Template:Wrongtitle Template:Base brush
Description
A brush entity that defines a breakable surface, for partially breakable glass / tile / etc. All faces but the desired visible one must be marked as tools/toolsnodraw
and that face must have exactly four sides. The material applied to the visible face must be set up to be breakable.
Template:Brushmodel
Textures
The following standard textures are meant to work with this entity:
glass/glasswindowbreak070a
(but notglass/glasswindowbreak070b
!)
See also
- func_breakable
- Breakable Glass - How to create breakable glass.
- Glass that starts out broken - Making glass start out broken.
Keyvalues
- Template:Kv breakablebrush
- fragility
- <integer> If surfacetype is set to "Glass", this value sets how fragile the glass pieces are after the surface has been broken.
- surfacetype
- <choices>
Literal Value Description 0 Glass 1 Tile
Inputs
- Template:I targetname
- Template:I renderfields
- Template:I parentname
- Template:I damagefilter
- Template:I shadow
- Break
- Breaks the breakable completely. This will make the entity act like a normal func_breakable. If you wish to maintain the shattering behaviour/appearance, consider using the Shatter input below with a large radius value.
- 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. If the breakable's health reaches zero it will break.
- RemoveHealth <integer>
- Removes health from the breakable. If the breakable's health reaches zero it will break.
- EnablePhyscannonPickup
- Makes the breakable able to picked up by the physcannon.
- DisablePhyscannonPickup
- Makes the breakable not able to picked up by the physcannon.
- EnableDamageForces
- Damaging the entity applies physics forces to it.
- DisableDamageForces
- Damaging the entity does not apply physics forces to it.
- Shatter <vector>
- Shatter the window. The input parameter, which must be provided, is a vector. The first two coordinates are the X,Y center of the shattering (as values from from 0-1). The third coordinate is the radius of the shatter, in inches. The format is simply x y z.
Outputs
- Template:O targetname
- OnBreak
- Fired when this breakable breaks. (!activator is the breaker)
- OnHealthChanged <float>
- Fired when the health of this breakable changes, passing the new value of health as a percentage of max health, from [0..1].
- OnPhysCannonDetach
- Fired when the physcannon has ripped this breakable off of the wall. Only fired if ACT_PHYSCANNON_DETACH is defined in the model this breakable is using.