func_breakable (Half-Life) Last edited 16 years ago2008-06-11 08:12:50 UTC

You are viewing an older revision of this wiki page. The current revision may be more detailed and up-to-date. Click here to see the current revision of this page.

This article was converted from a previous version of TWHL and may need to be reviewed

  1. The formatting may be incorrect due to differences in the WikiCode processing engine, it needs to be revised and reformatted
  2. Some information may be out of date
  3. After the article is re-formatted and updated, remove this notice and the Review Required category.
  4. Some older articles are no longer useful, or they duplicate information from other pages. In this case, delete the page after merging any relevant information into other pages. Contact an admin to delete a page.
Brush Entity

The func_breakable entity allows you to create a breakable brush.

Attributes

[list]
[li]0 = Glass [li]Spawn on Break (spawnobject) - Used by func_breakable and func_pushable. Determines what item is spawned when the entity is broken. Options are: [li]Render FX (renderfx) - Gives objects special render effects. Think of it as modifying whatever the Render Mode puts out. The options are as follows: [li]Render Mode (rendermode) - Controls the type of rendering that is used for an object. Options are: [li]Global Entity Name (globalname)[/li]
[li]Target on Break (target) - When the func_breakable is activated (i.e. broken), it will activate this entity.[/li]
[li]Strength (health) - The amount of damage the entity will take before breaking.[/li]
[li]Gibs Direction (explosion) - Direction the gibs will go on break (0 = Random, 1 = Relative to Attack)[/li]
[li]Delay before fire (delay)[/li]
[li]Gib Model (gibmodel) - Model to use for gibs (overrides default specified by Material Type).[/li]
[li]Expolde Magnitude (explodemagnitude) - This will determine the size of the explosion that occurs when the brush breaks. 0 = None.[/li]
[li]FX Amount (renderamt)[/li]
[li]FX Color (rendercolor)[/li]
[li]ZHLT Lightflags (zhlt_lightflags)[/li]
[li]Light Origin Target (light_origin)[/li]
[li]Minimum light level (_minlight)[/li]
[/list]

Flags

Inputs

Outputs

2 Comments

Commented 3 months ago2024-07-08 09:41:40 UTC Comment #106237
cs 1.6:
-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)
Commented 2 months ago2024-08-15 10:30:54 UTC Comment #106298
^ based on my env_render testing render modes other than normal and solid creates glass bullet decals when shot, so in that sense the engine assumes a brush entity in those modes as being made of glass. the grenade code must be using the same logic as well, so that checks out.

You must log in to post a comment. You can login or register a new account.