Template:KV BreakableBrush
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BreakableBrush:
- Prop Data
<choices>
- Set to the best approximation of the size and material of this entity's brushes. If set, this will override Strength and Material Type. See prop_data base types for what each entry specifies.
- None
- Wooden.Tiny
- Wooden.Small
- Wooden.Medium
- Wooden.Large
- Wooden.Huge
- Metal.Small
- Metal.Medium
- Metal.Large
- Cardboard.Small
- Cardboard.Medium
- Cardboard.Large
- Stone.Small
- Stone.Medium
- Stone.Large
- Stone.Huge
- Glass.Small
- Plastic.Small
- Plastic.Medium
- Plastic.Large
- Pottery.Small
- Pottery.Medium
- Pottery.Large
- Pottery.Huge
- Glass.Window
- Strength
<int>
- The damage to take before breaking. The brush will not break from damage if this is 0.
- Material Type
<choices>
- Decides what sounds to make when damaged, and what gibs to produce when broken.
- Glass
- Wood
- Metal
- Flesh
- CinderBlock
- Ceiling Tile
- Computer
- Unbreakable Glass
- Rocks
- Gibs Direction
<choices>
- Which direction to throw gibs in when broken.
- Random
- Relative to Attack
- Use Precise Gib Dir
- Precise Gib Direction
<Angle>
- An exact direction in which to throw gibs when breaking. Be sure to select "Use Precise Gib Dir" in Gibs Direction!
- Damaging it Doesn't Push It
<bool>
- When enabled the brush will move in response to damage.
- Spawn On Break
<choices>
- When broken, an entity of the selected type will be created.
- item_battery
- item_healthkit
- item_ammo_pistol
- item_ammo_pistol_large
- item_ammo_smg1
- item_ammo_smg1_large
- item_ammo_ar2
- item_ammo_ar2_large
- item_box_buckshot
- item_smg1_grenade
- item_box_sniper_rounds
- weapon_stunstick
- weapon_ar2
- weapon_smg1
- weapon_slam
- weapon_shotgun
- item_dynamic_resupply
- Explode Magnitude
<int>
- If non-zero, when this entity breaks it will create an explosion that causes the specified amount of damage.
Confirm:Damage radius is proportional to magnitude.
- Pressure Delay
<float>
- A delay, in seconds, that the prop will wait between reaching 0 health and breaking. Allows for pressure/straining sound to play.
Global:
- Global Entity Name (globalname) <string>
- Name by which this entity is linked to another entity in a different map. When the player transitions to a new map, entities in the new map with globalnames matching entities in the previous map will have the previous map's state copied over their state.
Parentname:
- Parent (parentname) <targetname>
- Specifies a movement parent. An entity will maintain its initial offset from its parent. An attachment point can be added to the end of the name, separated by a comma.
Breakable (common):
- Performance Mode (PerformanceMode) <choices>
- Used to limit the amount of gibs produced when this entity breaks, for performance reasons.
Choices - 0: Normal
- 1: No Gibs
- 2: Full Gibs on All Platforms (Xbox 360, PS3, etc)
- 3: Reduced gibs
- Min Damage to Hurt (minhealthdmg) <integer>
- If a single hit to the object doesn't do at least this much damage, the prop won't take any of the damage it attempted to give.
- Pressure Delay (PressureDelay) <float>
- Seconds to delay breaking from pressure. Allows creaking/groaning sounds to play.
- Health (health) <integer>
- How close to breaking the object is.
- Maximum Health (max_health) <integer>
- Health cannot exceed this amount.
- Physics Impact Damage Scale (physdamagescale) <float>
- Multiplier for damage amount when this entity is hit by a physics object. With a value of 0 the entity will take no damage from physics.
Who can break this? - 0: Everyone
- 1: All Infected
- 2: Only Tanks
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