func_breakable
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.
- 0: "Nothing"
- 1: "Battery"
- 2: "Healthkit"
- 3: "9mm Handgun"
- 4: "9mm Clip"
- 5: "Machine Gun"
- 6: "Machine Gun Clip"
- 7: "Machine Gun Grenades"
- 8: "Shotgun"
- 9: "Shotgun Shells"
- 10: "Crossbow"
- 11: "Crossbow Bolts"
- 12: "357"
- 13: "357 clip"
- 14: "RPG"
- 15: "RPG Clip"
- 16: "Gauss clip"
- 17: "Hand grenade"
- 18: "Tripmine"
- 19: "Satchel Charge"
- 20: "Snark"
- 21: "Hornet Gun"
- 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"
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
func_breakable
(Source Engine)