func_breakable
(Redirected from CBreakable)
func_breakable
is a brush entity available in all Source games. This entity can take damage and break apart, optionally producing gibs.
class hierarchy |
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CBreakable defined in func_break.cpp
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Contents
Flags
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
Keyvalues
Targetname:
- Name
(targetname)
<string> - The targetname that other entities refer to this entity by.
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.
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_flare_round
item_box_flare_rounds
item_ml_grenade
item_smg1_grenade
(unusable!)item_box_sniper_rounds
- Unused
weapon_stunstick
weapon_ar1
(unusable!)weapon_ar2
- Unused
weapon_ml
weapon_smg1
weapon_smg2
(unusable!)weapon_slam
(unusable!)[Why?]weapon_shotgun
weapon_molotov
(unusable!)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!FGD(deadmodel)
<model path>- Deprecated. Purpose unknown. Does absolutely nothing inside code.
Shards!FGD(shards)
- Deprecated. Purpose unknown. Does absolutely nothing inside code.
Lip!FGD(lip)
- 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> (only in ) - Who can break this?
- 0: Everyone
- 1: All Infected
- 2: Only Tanks
Internal keyvalues used by VRAD:
- Minimum Light Level
(_minlight)
<normal> - Minimum amount of light to hit this brush (monochromatic). Values over 1 are overbright, and will bloom in HDR mode.
VisibleBrush:
- Render Mode
(rendermode)
<choices> - Set a non-standard rendering mode on this entity.
- Render FX
(renderfx)
<choices> - Various somewhat legacy alpha effects.
Bug:Alpha effects from 0 to 10 are unavailable due to the bug in code in Counter-Strike: Global Offensive
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- Render FX / Transparency (0–255)
(renderamt)
<integer 0–255> - 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.
- Texture Frame
(texframeindex)
<integer> !FGD - The frame number for any animated textures on this entity.
Shadow:
- Disable Shadows
(disableshadows)
<boolean> - Prevents the entity from creating cheap render-to-texture shadows, or lightmap shadows if the entity is a
prop_static
. Does not affect shadow mapping.
- Disable Receiving Shadows
(disablereceiveshadows)
<boolean> - Prevent the entity from receiving dynamic shadows on itself.
- Shadow Cast Distance
(shadowcastdist)
<integer> !FGD - Sets how far the entity casts dynamic shadows. 0 means default distance from the
shadow_control
entity. - Disable ShadowDepth
(disableshadowdepth)
<boolean> (in all games since ) - Used to disable rendering into shadow depth (for projected textures) for this entity.
- Disable flashlight
(disableflashlight)
<boolean> (in all games since ) - Used to disable projected texture lighting and shadows on this entity.
- Projected Texture Cache
(shadowdepthnocache)
<choices> (in all games since ) - 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.
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SystemLevelChoice:
- Minimum / Maximum Effect Details Level
(mincpulevel / maxcpulevel)
<choices> (in all games since ) - Don't render for players with Effect Details levels that exceed the minimum or maximum.[Key names are related to
cpu_level
cvar used by Effect Details.]
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- Minimum / Maximum Shader Details Level
(mingpulevel / maxgpulevel)
<choices> (in all games since ) - Don't render for players with Shader Details levels that exceed the minimum or maximum.[Key names are related to
gpu_level
cvar used by Shader Details.]
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DXLevelChoice:
- Minimum / Maximum DX Level
(mindxlevel / maxdxlevel)
<choices> (removed since ) - The entity will not exist if the engine is running outside the given range of DirectX Versions.
Warning:If these are used, the object may break when the user switches their DirectX settings.
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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.
Visible Brush:
Alpha
<integer 0–255>- 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
.
AlternativeSorting
<boolean>- Swaps the rendering order of the entity. Used to attempt to fix sorting problems when rendering, for example an object rendering in front of translucent materials.
Color
<color255>- Sets an RGB color for the entity.
SetDamageFilter
<targetname>- Sets a filter for this entity for when it receives damage.
EnableDamageForces
- Allows the entity to be pushed by damage done to it (usually force amount correlates with the damage done).
DisableDamageForces
- Prevents the entity from being pushed by damage done to it.
EnableDraw
(in all games since )- Removes
EF_NODRAW
from the entity.
DisableDraw
(in all games since )- Applies
EF_NODRAW
to the entity. Note that this is different fromrendermode 10
.
EnableReceivingFlashlight
(in all games since )- Makes it so that the entity is lit by
env_projectedtexture
s.
DisableReceivingFlashlight
(in all games since )- Prevents the entity from being lit by
env_projectedtexture
s. The shadow made by the texture will still cast.
Reflection:
DisableDrawInFastReflection
(in all games since )- Turns off rendering of this entity in reflections when using
$reflectonlymarkedentities
in water material.
EnableDrawInFastReflection
(in all games since )- Turn on rendering of this entity in reflections when using
$reflectonlymarkedentities
in water material.
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 )- This object will not receive light or shadows from projected textures.
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.