Difference between revisions of "Func breakable surf"

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(Needs more materials that work in other games)
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{{brushmodel}}
 
{{brushmodel}}
  
The following standard textures are meant to work with this entity (using any other may crash the game on startup! {{todo|When exactly does it crash?}} ):
+
The following standard textures are meant to work with this entity (using any other may crash the game on startup! {{todo|What materials work in other games?}} {{todo|When exactly does it crash?}} ):
* <code>glass/glasswindowbreak070a</code> (but ''not'' <code>glass/glasswindowbreak070b</code>!)
+
* <code>glass/glasswindowbreak070a</code> (but ''not'' <code>glass/glasswindowbreak070b</code>!)  
 
* <code>tile/tilebreak001c</code> (using this will stretch the texture if broken)
 
* <code>tile/tilebreak001c</code> (using this will stretch the texture if broken)
  

Revision as of 09:41, 14 August 2017

Breakable surf.jpg

func_breakable_surf is a brush entity available in all Source games.

Entity description

It 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.

The following standard textures are meant to work with this entity (using any other may crash the game on startup! To do: What materials work in other games? To do: When exactly does it crash? ):

  • glass/glasswindowbreak070a (but not glass/glasswindowbreak070b!)
  • tile/tilebreak001c (using this will stretch the texture if broken)
Bug: Using Tile as the Surface Type in Half-Life 2 will show missing textures and make the whole surface passable on damage.
Bug: Using this entity on a map that's on the center grid (blue lines in hammer 2D view), will cause the break sound to play from both the window, and from the center of the map regardless of what you do. Can be solved by moving the level out of the blue cross.(Only tested on CS:GO)


Keyvalues

Health <integer>
The amount of damage the surface takes before breaking.
Fragility <integer>
If the 'Surface Type' is set to Glass, this value sets how fragile the glass pieces are after the surface has been broken.
Surface Type <choices>
Surface material type
  • 0 : Glass
  • 1 : Tile

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.
Note:Some settings can make the brush unbreakable.
  • 0: None
  • 1: Wooden.Tiny
  • 2: Wooden.Small
  • 3: Wooden.Medium
  • 4: Wooden.Large
  • 5: Wooden.Huge
  • 6: Metal.Small
  • 7: Metal.Medium
  • 8: Metal.Large
  • 9: Cardboard.Small
  • 10: Cardboard.Medium
  • 11: Cardboard.Large
  • 12: Stone.Small
  • 13: Stone.Medium
  • 14: Stone.Large
  • 15: Stone.Huge
  • 16: Glass.Small
  • 17: Plastic.Small
  • 18: Plastic.Medium
  • 19: Plastic.Large
  • 20: Pottery.Small
  • 21: Pottery.Medium
  • 22: Pottery.Large
  • 23: Pottery.Huge
  • 24: Glass.Window
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.
  • 0: Glass - As stated, uses glass gibs and sounds. Gibs may not match with material used.
  • 1: Wood - As stated, uses wood gibs and sounds. Gibs may not match with material used, and may be too big for certain brushes.
  • 2: Metal - As stated, uses metal gibs and sounds. Gibs are very small, and evidently made for vents. May not match material.
  • 3: Flesh - Uses HL1 gib death sounds and wood gibs. Not much practicality for this type unless one is making a meat slab (With proper gibs, of course).
  • 4: CinderBlock - Uses concrete gibs and sounds. Gibs may not match with material and be too big for the brush.
  • 5: Ceiling Tile - Uses tile sounds, wood gibs and HL1 plaster gib death sound.
  • 6: Computer - Uses spark sounds and wood gibs, coupled with an HL1 gib death sound.
  • 7: Unbreakable Glass - Uses glass sounds. Using this material type overrides any Strength value previously set to 0, making it unbreakable.
  • 8: Rocks - Uses concrete gibs and sounds. Gibs may not match with material, and don't even look like rocks to begin with.
  • 9: Web !FGD - Only functional in Half Life Source.
  • 10: None
Gibs Direction (explosion) <choices>
Used to decide which direction to throw gibs when broken.
  • 0: Random
  • 1: Relative to Attack
  • 2: Use Precise Gib Dir (see below)
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) <string>
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.
  1. item_battery
  2. item_healthkit
  3. item_ammo_pistol
  4. item_ammo_pistol_large
  5. item_ammo_smg1
  6. item_ammo_smg1_large
  7. item_ammo_ar2
  8. item_ammo_ar2_large
  9. item_box_buckshot
  10. item_flare_round
  11. item_box_flare_rounds
  12. item_ml_grenade
  13. item_smg1_grenade (unusable!)
  14. item_box_sniper_rounds
  15. Unused
  16. weapon_stunstick
  17. weapon_ar1 (unusable!)
  18. weapon_ar2
  19. Unused
  20. weapon_ml
  21. weapon_smg1
  22. weapon_smg2 (unusable!)
  23. weapon_slam (unusable!)[Why?]
  24. weapon_shotgun
  25. weapon_molotov (unusable!)
  26. item_dynamic_resupply
Explode Magnitude (explodemagnitude) <integer>
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.
Dead model (deadmodel) <model> !FGD <Obsolete>
Deprecated. Purpose unknown. Does absolutely nothing inside code.
Shards (shards)  !FGD <Obsolete>
Deprecated. Purpose unknown. Does absolutely nothing inside code.
Lip (lip)  !FGD <Obsolete>
Deprecated. Purpose unknown. Does absolutely nothing inside code.

Breakable (common):

Performance Mode (PerformanceMode) <choices>
Used to limit the amount of gibs produced when this entity breaks, for performance reasons.
  • 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.
Breakable By (BreakableType) <choices> (New with Left 4 Dead)
<Left 4 Dead><Left 4 Dead 2> only. Who can break this?
  • 0: Everyone
  • 1: All Infected
  • 2: Only Tanks

RenderFields:

Render Mode (rendermode) <choices>
Set a non-standard rendering mode on this entity.
Render FX / Transparency (0 - 255) (renderamt) <integer>
Transparency amount, requires a Render Mode other than Normal. 0 is invisible, 255 is fully visible.
Render Color (R G B) (rendercolor) <color255>
Color tint.
Disable Receiving Shadows (disablereceiveshadows) <boolean>
Prevent the entity from receiving shadows on itself.

RenderFXChoices:

Render FX (renderfx) <choices>
Preset pattern of appearance effects.
To do: 18-21, 25

Shadow:

Disable shadows (disableshadows) <boolean>
Prevent the entity from creating cheap render-to-texture shadows. Does not affect shadow mapping.
Disable ShadowDepth (disableshadowdepth) <boolean> (New with Portal 2)
Used to disable rendering into shadow depth (for projected textures) for this entity.
Projected Texture Cache (shadowdepthnocache) <choices> (New with Portal 2)
Used to hint projected texture system whether it is sufficient to cache shadow volume of this entity or to force render it every frame instead.
  • 0 : Default
  • 1 : No cache - render every frame
  • 2 : Cache it - render only once
Disable flashlight (disableflashlight) <boolean> (New with Portal 2)
Used to disable projected texture lighting and shadows on this entity.

Flags

  • 1 : Physics damage decals
  • 2 : Take damage from held objects

Breakable (brush):

  • 1: Only Break on Trigger
  • 2: Break on Touch
  • 4: Break on Pressure
  • 512: Break immediately on Physics
  • 1024: Don't take physics damage
  • 2048: Don't allow bullet penetration

Inputs

Shatter <vector>
Shatter the window. Input a vector. First two coordinates are the X,Y center of the shattering (as values from 0-1). The third coordinate is the radius of the shatter, in inches.

Breakable (brush):

SetMass <float>
Damaging the entity applies physics forces to it.

Breakable:

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.

RenderFields:

Alpha <integer>
Sets the entity's transparency to a number from 0 (invisible) to 255 (fully visible). Requires the entity to have its Render Mode (rendermode) set to a number other than 0.
Color <color255>
Sets an RGB color for the entity.

Shadow:

DisableShadow
Turn shadow off.
EnableShadow
Turn shadow on.
DisableReceivingFlashlight  (New with Portal 2)
This object will not receive light or shadows from projected textures.
EnableReceivingFlashlight  (New with Portal 2)
This object may receive light or shadows from projected textures.

Outputs

Breakable (common):

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.

See also