func_breakable
func_breakable
is a brush entity available in all GoldSrc 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
(targetname)
<targetname> - 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
(renderfx)
<choices> - Render FX mode to use, for special effects.
Value Description 0 Normal 1 Slow Pulse 2 Fast Pulse 3 Slow Wide Pulse 4 Fast Wide Pulse 5 Slow Fade Away 6 Fast Fade Away 7 Slow Become Solid 8 Fast Become Solid 9 Slow Strobe 10 Fast Strobe 11 Faster Strobe 12 Slow Flicker 13 Fast Flicker 14 Constant Glow 15 Distort 16 Hologram (Distort + fade)
- Render Mode
(rendermode)
<choices> - Render Mode to use.
Value Description 0 Normal 1 Color 2 Texture 3 Glow 4 Solid 5 Additive
- FX Amount (1-255)
(renderamt)
<integer> - Controls transparency when using another render mode then normal. 0 is completely invisible, and 255 is opaque.
- FX Color (R G B)
(rendercolor)
<color255> - Color to use by the specified render mode.
Also used to control the speed of scrolling textures; seefunc_conveyor
for more information.
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
(_minlight)
<string>
Flags
- [
1
] : Only Trigger
- [
2
] : Touch
- [
4
] : Pressure
- [
256
] : Instant Crowbar