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Brush EntityFunc_pushable entities can be pushed and pulled around by the player. Func_pushables 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:
[list]
[li]0 = Glass
- 1 = Wood
- 2 = Metal
- 3 = Flesh
- 4 = Cinder Block
- 5 = Ceiling Tile
- 6 = Computer
- 7 = Unbreakable Glass
- 8 = Rocks[/li]
[li]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[/li]
[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:
- 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)[/li]
[li]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[/li]
[li]Global Entity Name (globalname)[/li]
[li]Target on break (target) - If breakable, this event will be activated when broken.[/li]
[li]Strength (health) - If breakable, this is the amount of damage to be taken before breaking.[/li]
[li]Gibs Direction (explosion) - Direction the gibs will go when the brush is broken. Values: 0 = Random, 1 = Relative to attack.[/li]
[li]Delay before fire (delay) - Delay before Target on Break is triggered after being broken.[/li]
[li]Gib Model (gibmodel) - Specify a gib model to use. This overrides the default specified by Material Type.[/li]
[li]Explode Magnitude (explodemagnitude) - A non-zero value here creates an explosion when the object breaks.[/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]Hull size (size) - Values: 0 = point sized, 1 = player sized, 2 = big size, 3 = player duck.[/li]
[li]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.[/li]
[li]Bouyancy (bouyancy) - Determines how well the brush floats on water.[/li]
[li]Minimum Light level (_minlight)[/li]
[/list]
Flags
- Breakable (128) - If this is enabled, the entity will act like a func_breakable.
Inputs
Outputs
Notes
- Most commonly used with crates.
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).