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func_breakable_surf
Source(core) Solid Entity
[edit]description
A breakable surface, for partially breakable glass / tile / etc. All faces
but the desired visible one must be marked as NODRAW and thatface must
be 4 sided. The material applied to the visible face must be set up to
be breakable.
[edit]properties
Prop Data propdata(choices) - default: Set to the best approximation of
the size and material of this entity's brushes. If set, it will override
this entity's health and damage taken from various weapons. See the prodata.txt
file in the scripts directory of your mod to get a detailed list of what
each propdata entry specifies.
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
Strength health(integer) - default: 1
Number of points of damage to take before breaking. 0 means don't break.
Material Type material(choices) - default: Set to the material type of
the brush. Used to decide what sounds to make when damaged, and what gibs
to produce when broken.
0 - Glass
1 - Wood
2 - Metal
3 - Flesh
4 - CinderBlock
5 - Ceiling Tile
6 - Computer
7 - Unbreakable Glass
8 - Rocks
Gibs Direction explosion(choices) - default: Used to decide which direction
to throw gibs when broken.
0 - Random
1 - Relative to Attack
2 - Use Precise Gib Dir
Precise Gib Direction gibdir(angle) - default: 0 0 0
Specifies the direction to throw gibs when this breakable breaks. Be sure
to select Use Precise Gib Dir in the Gibs Direction field!
Damaging it Doesn't Push It nodamageforces(choices) - default: Used to
determine whether or not damage should cause the brush to move.
0 - No
1 - Yes
Gib Model gibmodel(string)
Used by HL1Port to specify a custom gib model to break into, overriding
the 'Material Type'.
Spawn On Break spawnobject(choices) - default: When broken, an entity
of the selected type will be created.
1 - item_battery
2 - item_healthkit
3 - item_ammo_pistol
4 - item_ammo_pistol_large
5 - item_ammo_smg1
6 - item_ammo_smg1_large
7 - item_ammo_ar2
8 - item_ammo_ar2_large
9 - item_box_buckshot
10 - item_flare_round
11 - item_box_flare_rounds
12 - item_ml_grenade
13 - item_smg1_grenade
14 - item_box_sniper_rounds
15 - unused1
16 - weapon_stunstick
17 - weapon_ar1
18 - weapon_ar2
19 - unused2
20 - weapon_ml
21 - weapon_smg1
22 - weapon_smg2
23 - weapon_slam
24 - weapon_shotgun
25 - weapon_molotov
26 - item_dynamic_resupply
Explode Magnitude explodemagnitude(integer) - default: 0
If non-zero, when this entity breaks it will create an explosion that
causes the specified amount of damage.
Pressure Delay pressuredelay(float) - default: 0
Delay, in seconds, after 'broken' by pressure before breaking apart (allows
for sound to play before breaking apart).
Render Mode rendermode(choices) - default: Used to set a non-standard
rendering mode on this entity. See also 'FX Amount' and 'FX Color'.
0 - Normal
1 - Color
2 - Texture
3 - Glow
4 - Solid
5 - Additive
7 - Additive Fractional Frame
9 - World Space Glow
10 - Dont Render
FX Amount (0 - 255) renderamt(integer) - default: 255
The FX amount is used by the selected Render Mode.
FX Color (R G B) rendercolor(color255) - default: 255 255 255
The FX color is used by the selected Render Mode.
Disable Receiving Shadows disablereceiveshadows(choices)
0 - No
1 - Yes
Disable shadows disableshadows(choices)
0 - No
1 - Yes
Health health(integer) - default: 5
The amount of damage the surface takes before breaking.
Fragility fragility(integer) - default: 100
If the 'Surface Type' is set to Glass, this value sets how fragile the
glass pieces are after the surface has been broken.
Surface Type surfacetype(choices)
0 - Glass
1 - Tile
[edit]spawn flags
1: Only Break on Trigger - default: OFF
2: Break on Touch - default: OFF
4: Break on Pressure - default: OFF
512: Break immediately on Physics - default: OFF
1024: Don't take physics damage - default: OFF
[edit]inputs
EnableDamageForces(void)
Damaging the entity applies physics forces to it.
DisableDamageForces(void)
Damaging the entity does *not* apply physics forces to it.
DisableShadow(void)
Turn shadow off.
EnableShadow(void)
Turn shadow on.
outputs
none.
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