Func breakable

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Revision as of 19:33, 19 January 2009 by VDCBot (talk | contribs) (Robot: fixing template case.)
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Template:Wrongtitle Template:Base brush Template:In code

Entity description

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

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.
  • Shadow:
DisableShadow
Turn dynamic shadows off for this entity. Identical to applying  EF_NOSHADOW.
EnableShadow
Turn dynamic shadows on for this entity.
DisableReceivingFlashlight  (in all games since Portal 2)
This object will not receive light or shadows from projected textures.
EnableReceivingFlashlight  (in all games since Portal 2)
This object may receive light or shadows from projected textures.

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.