func_breakable

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<Half-Life> func_breakable is a brush entity available in all GoldSource engine games. It will break upon taking a specified amount of damage. It can also be set to never break by setting the "Strength" keyvalue to 0.

Key Values

Targetname:

Name <target_source>
The targetname that other entities refer to this entity by.

Global:

Global Entity Name <string>
Name to identify entity accross level transitions. Entities with the same global name will have the same status accross maps.

Breakable:

Target on break <target_destination>
The targetname of the entity to be targeted when this entity breaks.
Strength <integer>
Amount of damage to take before breaking.
Material Type <choices>
Material to use for sounds and gibs.
  • 0: "Glass"
  • 1: "Wood"
  • 2: "Metal"
  • 3: "Flesh"
  • 4: "Cinder Block"
  • 5: "Ceiling Tile"
  • 6: "Computer"
  • 7: "Unbreakable Glass"
  • 8: "Rocks"
Gibs Direction <choices>
Wether gibs should fly in a random direction or relative to the attack that broke this entity.
  • 0: "Random"
  • 1: "Relative to Attack"
Delay before fire <integer>
Time in seconds after breaking before targeting the "Target on break" entity.
Gib model <studio>
Model to use for gibs spawned when broken instead of default, material dependent gibs. Relative to mod folder.
Spawn on break <choices>
Item to spawn when broken.
Explode Magnitude (0=none) <integer>
Magnitude of explosion when broken. Will not explode if 0.

Render FX Choices:

Render FX <choices>
Render FX mode to use, for special effects.
  • 0: "Normal"
  • 1: "Slow Pulse"
  • 2: "Fast Pulse"
  • 3: "Slow Wide Pulse"
  • 4: "Fast Wide Pulse"
  • 9: "Slow Strobe"
  • 10: "Fast Strobe"
  • 11: "Faster Strobe"
  • 12: "Slow Flicker"
  • 13: "Fast Flicker"
  • 5: "Slow Fade Away"
  • 6: "Fast Fade Away"
  • 7: "Slow Become Solid"
  • 8: "Fast Become Solid"
  • 14: "Constant Glow"
  • 15: "Distort"
  • 16: "Hologram (Distort + fade)"

Renderfields:

Render Mode <choices>
Render Mode to use.
  • 0: "Normal"
  • 1: "Color"
  • 2: "Texture"
  • 3: "Glow"
  • 4: "Solid"
  • 5: "Additive"
FX Amount (1-255) <integer>
Controls transparency when using another render mode then normal. 0 is completely invisible, and 255 is opaque.
FX Color (R G B) <color255>
Color to use by the specified render mode.

ZHLT:

ZHLT Lightflags <choices>
Special lighting behavior. Only available if using Zoner's Half-Life Compile Tools.
  • 0 : "Default"
  • 1 : "Embedded Fix"
  • 2 : "Opaque (blocks light)"
  • 3 : "Opaque + Embedded fix"
  • 6 : "Opaque + Concave Fix"
Light Origin Target <string>
Used to define a target to sample lighting from.
Minimum light level <string>

Flags

  • 1 : Only Trigger
  • 2 : Touch
  • 4 : Pressure
  • 256 : Instant Crowbar

See Also