The only type of brush entity that can be pushed, pulled, lifted (not by the player) and fall, most commonly used with crates. It can also optionally be breakable.
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) - If breakable, this event will be activated when broken.
- Strength (health) - If breakable, this is the amount of damage to be taken before breaking.
- Gibs Direction (explosion) - Direction the gibs will go when the brush is broken. Values:
- 0 = Random
- 1 = Relative to attack
- Delay before fire (delay) - Delay before Target on Break is triggered after being broken.
- Gib Model (gibmodel) - Specify a gib model to use. This overrides the default specified by Material Type.
- Explode Magnitude (explodemagnitude) - A non-zero value here creates an explosion when the object breaks.
- FX Amount (renderamt)
- FX Color (rendercolor)
- Light Origin Target (light_origin)
- Hull size (size) - Values:
- 0 = point sized
- 1 = player sized
- 2 = big size (player duck multiplied by 2)
- 3 = player duck.
- Friction (friction) - This determines the amount of resistance the brush will give when the player pushes it. Range is 0 to 400, where 400 is the most resistance.
- Bouyancy (bouyancy) - Determines how well the brush floats on water.
- Minimum Light level (_minlight)
- ZHLT Lightflags (zhlt_lightflags)
Flags
- Breakable (128) - If this is enabled, the entity will act like a
func_breakable
.
Notes
- Can't be broken by impact like a
func_breakable
does with "Pressure" on.
- Deathmatch only: Items spawned by this entity will keep respawning eventually where it was broke after pick up.
-
The solid collision of a
func_pushable
, as well as the surface area for bouyancy, is defined by the bounding box instead of the individual brushwork. To change the bounding box you can incorporate a brush with the BOUNDINGBOX
tool texture into the entity - the axis-aligned bounding box of that brush will be the entity's bounding box instead. Brushwork outside this custom bounding box effectively becomes non-solid.
Hulls sizes
Here's a table of the values of the hull sizes, all values are vectors (X, Y, Z):
Hull size |
Minimum extents |
Maximum extents |
Size |
Point (0) |
-8, -8, -8 |
8, 8, 8 |
16, 16, 16 |
Player (1) |
-16, -16, -36 |
16, 16, 36 |
32, 32, 72 |
Big hull (2) |
-32, -32, -36 |
32, 32, 36 |
64, 64, 72 |
Player duck (3) |
-16, -16, -18 |
16, 16, 18 |
32, 32, 36 |
The Hull Size (size) determines which of the three cliphulls to test its own collisions against.
This is why a big pushable using HULL1 or HULL3 might be clipping into world geometry when pushed around.
("Am I colliding with the world?" from the pushable's perspective).
This isn't the same sort of collisions as when a player is touching/climbing the pushable, in which case it's the player testing collisions against the pushable's own cliphulls, which are similar to its shape regardless of size.
("Am I colliding with the pushable?" from the player's perspective).