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Brush EntityThe func_breakable entity allows you to create a breakable brush.
Attributes
Name (targetname) - Property used to identify entities.
Material Type (material) - The type of material that a func_breakable or func_pushable should act as. Options are:
- 0 = Glass
- 1 = Wood
- 2 = Metal
- 3 = Flesh
- 4 = Cinder Block
- 5 = Ceiling Tile
- 6 = Computer
- 7 = Unbreakable Glass
- 8 = Rocks
Spawn on Break (spawnobject) - Used by func_breakable and func_pushable. Determines what item is spawned when the entity is broken. Options are:
- 0 = Nothing
- 1 = Battery
- 2 = Health Kit
- 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
Render FX (renderfx) - Gives objects special render effects. Think of it as modifying whatever the Render Mode puts out. The options are as follows:
- 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 and Fade)
Render Mode (rendermode) - Controls the type of rendering that is used for an object. Options are:
- 0 = Normal
- 1 = Color
- 2 = Texture
- 3 = Glow
- 4 = Solid
- 5 = Additive
Global Entity Name (globalname)Target on Break (target) - When the func_breakable is activated (i.e. broken), it will activate this entity.
Strength (health) - The amount of damage the entity will take before breaking.
Gibs Direction (explosion) - Direction the gibs will go on break (0 = Random, 1 = Relative to Attack)
Delay before fire (delay)Gib Model (gibmodel) - Model to use for gibs (overrides default specified by Material Type).
Expolde Magnitude (explodemagnitude) - This will determine the size of the explosion that occurs when the brush breaks. 0 = None.
FX Amount (renderamt)FX Color (rendercolor)ZHLT Lightflags (zhlt_lightflags)Light Origin Target (light_origin)Minimum light level (_minlight)
Flags
- Only Trigger (1) - Entity can only be activated (broken) by being triggered.
- Touch (2) - Brush will break on touch.
- Pressure (4) - Brush will break when pressured (e.g. player walking on it).
- Instant crowbar (256) - Whack it with a crowbar and it will break instantly (regardless of strength).
-func_breakable with any material can be broken by grenade touch
-this works with or without targetname of it
-rendermode has to be something other than "normal" rendermode for this to work, if you wanted "normal", you can just use "solid" instead
this means that env_render can toggle its feature to be broken or not (tested)