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!
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
- Name (targetname) <string>
- The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g.
parentname
or target
).
Also displayed in Hammer's 2D views and Entity Report.
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.
Choices
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
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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.
Choices
- 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
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- Gibs Direction (explosion) <choices>
- Used to decide which direction to throw gibs when broken.
Choices
- 0: Random
- 1: Relative to Attack
- 2: Use Precise Gib Dir (see below)
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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>
- 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.
- Explode Magnitude (explodemagnitude) <integer>
- If non-zero, when this entity breaks it will create an explosion that causes the specified amount of damage.
Bug:Non-functional. Will only explode if the explosion radius is > 0, yet the radius cannot be set as a keyvalue and the code does not generate a value for it. (tested in: )
Obsolete keyvalues
Dead model (deadmodel) <model path> !FGD
- Deprecated.
Purpose unknown. Does absolutely nothing inside code.
Shards (shards) !FGD
- Deprecated.
Purpose unknown. Does absolutely nothing inside code.
Lip (lip) !FGD
- Deprecated.
Purpose unknown. Does absolutely nothing inside code.
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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.
Choices
- 0: Normal
- 1: No Gibs
- 2: Full Gibs on All Platforms (Xbox 360, PS3, etc)
- 3: Reduced gibs
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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 )
Who can break this?
- 0: Everyone
- 1: All Infected
- 2: Only Tanks
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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.
See Also