func_breakable
func_breakable
is a brush entity available in all Source games. This entity can take damage and break apart, optionally producing gibs.
Warning:This entity will set its angles to 0 0 0 upon spawning. This means if this entity is present inside rotated instances, it will not be rotated correctly!
Class hierarchy |
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CBreakable |
func_break.cpp
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Contents
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]
Keyvalues
Note:For Keyvalues and Inputs affecting brush rendering, see Brush entity/Rendering related keyvalues and inputs
- Name
(targetname)
<string> - The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g.
parentname
ortarget
).
Also displayed in Hammer's 2D views and Entity Report.See also: Generic Keyvalues, Inputs and Outputs available to all entities
Breakable (brush):
- Prop Data
(propdata)
<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. If set, it will override this entity's health and damage taken from various weapons. See prop_data base types for what each entry specifies.
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- Strength/Health
(health)
<integer> - The damage to take before breaking. The brush will not break from damage if this is 0.
- Material Type
(material)
<choices> - Set to the material type of the brush. Decides what sounds to make when damaged, and what gibs to produce when broken.
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- Gibs Direction
(explosion)
<choices> - Used to decide which direction to throw gibs when broken.
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- Precise Gib Direction
(gibdir)
<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
(nodamageforces)
<boolean> - When enabled the brush will move in response to damage.
- Gib Model
(gibmodel)
<model path> - Used by HL1Port to specify a custom gib model to break into, overriding the Material Type.
- Spawn On Break
(spawnobject)
<choices> - When broken, an entity of the selected type will be created. Note:Only these entities may be spawned. This can be fixed by modifying func_break.cpp.
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- Explode Magnitude
(explodemagnitude)
<integer> - If non-zero, when this entity breaks it will create an explosion that causes the specified amount of damage.
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Breakable (common):
- Performance Mode
(PerformanceMode)
<choices> - Used to limit the amount of gibs produced when this entity breaks, for performance reasons.
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- 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.
- Breakable By
(BreakableType)
<choices> (only in )
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Inputs
BreakableBrush:
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.
SetMass
<float>- Damaging the entity applies physics forces to it.
Outputs
BreakableBrush:
OnBreak
- Fired when this object breaks.
!activator
is whatever breaks the object.
OnHealthChanged
<float>- 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.