func_breakable
Jump to navigation
Jump to search
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) <string>
- The targetname that other entities refer to this entity by.
Global:
- Global Entity Name (globalname) <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) <targetname>
- The targetname of the entity to be targeted when this entity breaks.
- Strength (health) <integer>
- Amount of damage to take before breaking.
- Material Type (material) <integer choices>
- Material to use for sounds and gibs.
|
|
- Gibs Direction (explosion) <choices>
- Whether 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 (delay) <integer>
- Time in seconds after breaking before targeting the "Target on break" entity.
- Gib model (gibmodel) <model path>
- Model to use for gibs spawned when broken instead of default, material dependent gibs. Relative to mod folder.
- Spawn on break (spawnobject) <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"
- Note:In Condition Zero Deleted Scenes, this is a string instead, and can spawn most entities which start with
ammo_
,item_
, orweapon_
. - Explode Magnitude (0=none) (explodemagnitude) <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
- Render Amount (0-255) (renderamt) <integer>
- Controls transparency when using another render mode then normal. 0 is completely invisible, and 255 is opaque. If render mode is solid, then all values except 0 are opaque.
- Render Color (R G B) (rendercolor) <color255>
- Color to use by the specified render mode.
Also used on brush entities to control the speed of scrolling textures; see func_conveyor for more information.
- Minimum light level (_minlight) <normal>
|
Note:If any of the booleans are set in worldspawn, they can be disabled per entity by being set to -1.
|
Flags
Only Trigger : [1]
Touch : [2]
Pressure : [4]
Instant Crowbar : [256]