func_breakable Last edited 4 months ago2024-08-15 08:18:44 UTC

Redirected from func_breakable_(Half-Life)

func_breakable - Brush Entity

The func_breakable entity allows you to create a breakable brush.

Attributes

Flags

Notes

Team Fortress Classic only

Attributes

  • Targetname of teamcheck goal (teamcheck) - Using this in conjunction with an info_tf_teamcheck allows you to switch the entity's team allegiance when the info_tf_teamcheck changes its team setting. The team_no property must be set to Any (0) if you use this value.
  • Has item # (items_allowed) - The player must be carrying this item to use this entity. Set 0 to ignore this criterion.
  • Has item from group # (h_i_g) - The player must be carrying any item from this group to use this entity. Set 0 to ignore this criterion.
  • If goal # active (if_goal_is_active) - Players can only use the entity if this goal is in the active state. Set 0 to ignore this criterion.
  • If goal # inactive (if_goal_is_inactive) - Players can only use the entity if this goal is in the inactive state. Set 0 to ignore this criterion.
  • If goal # removed (if_goal_is_removed) - Players can only use the entity if this goal is in the removed state. Set 0 to ignore this criterion.
  • If group # active (if_group_is_active) - A player can only use the entity if all the goals in this group are in the active state. Set 0 to ignore this criterion.
  • If group # inactive (if_group_is_inactive) - A player can only use the entity if all the goals in this group are in the inactive state. Set 0 to ignore this criterion.
  • If group # removed (if_group_is_removed) - A player can only use the entity if all the goals in this group are in the removed state. Set 0 to ignore this criterion.
  • Team allowed to activate entity (team_no) - The team you specify here will be able to use this entity Values are:
    • Any (0)
    • Blue (1)
    • Red (2)
    • Yellow (3)
    • Green
  • Playerclass allowed to activate (playerclass) - You can limit the use of this entity to specific playerclasses. Values are:
    • Any (0)
    • Scout (1)
    • Sniper (2)
    • Soldier (3)
    • Demoman (4)
    • Medic (5)
    • HWGuy (6)
    • Pyro (7)
    • Spy (8)
    • Engineer (9)
  • Hasnt Item from group # (hasnt_item_from_group) - The player must not be carrying any item from this group to use this entity. Setting this to 0 will allow any player to use the entity if he meets the other criteria.
  • If item has moved # (if_item_has_moved) - This item must not be in its original spawn location for any player to use this entity. Setting this to 0 will always allow players to use the entity if they meet the other criteria.
  • If item hasnt moved # (if_item_hasnt_moved) - This item must be in its original spawn location for any player to use this entity. Setting this to 0 will always allow players to use the entity if they meet the other criteria.
  • Angular Velocity (PYR) (avelocity)

3 Comments

Commented 5 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 4 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.
Commented 3 weeks ago2024-11-28 17:51:00 UTC Comment #106534
delay before fire also seems to effect how long it takes to break of pressure, here it is set to 2 and it takes two seconds for it to break. it also should play a damage sound when you first step on it but half life is dumb, i'll fix that later
Demonstration

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