func_breakable (Half-Life) Last edited 14 years ago2010-08-30 13:58:35 UTC

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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

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.

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