prop_exploding_futbol
		
		
		
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prop_exploding_futbol  is a   point entity  available in 
 Portal 2. It creates a bomb that explodes on contact with any solid object. These are used near the end of the campaign, where they are either spawned from a point_template (for bomb droppers) or fired from a point_futbol_shooter (for Wheatley's battle).
Flags
Keyvalues
- Explode on touch (explodeontouch) <boolean>
 - If the bomb should explode when it touches something.
 
BreakableProp:
- Explosion Damage (ExplodeDamage) <float>
 - If non-zero, when this entity breaks it will create an explosion that causes the specified amount of damage. See also Explosion Radius.
 - Explosion Radius (ExplodeRadius) <float>
 - If non-zero, when this entity breaks it will create an explosion with a radius of the specified amount. See also Explosion Damage.
 - Break Model Message (BreakModelMessage)  <string> (only in 
) - "If set, will use this break model message instead of the normal break behavior."
 
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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Inputs
- Explode
 - Explodes the bomb.
 
BreakableProp:
- 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.
 - physdamagescale <float>
 - Sets Physics Impact Damage Scale. 0 means this feature is disabled for backwards compatibility.
 
Outputs
BreakableProp:
- 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. - OnTakeDamage
 - !activator = entity that caused the damage
!caller = this entity
Fired when damage is taken. 
See also
- prop_glass_futbol, a related but unused entity.