func_pushable (Half-Life) Last edited 14 years ago2010-03-02 02:46:59 UTC

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Brush Entity

Func_pushable entities can be pushed and pulled around by the player. Func_pushables can also optionally be breakable.

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) - 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

Notes

3 Comments

Commented 14 years ago2010-02-28 12:16:47 UTC Comment #101135
Well, what's the point of Hull Size? I find it doesn't affect the bounding box of the object.
Commented 10 years ago2014-11-23 14:54:48 UTC Comment #101136
@^: The Hull Size setting determines the pev->size value, which I'm not sure what it's used for.
Commented 9 months ago2024-03-12 10:22:08 UTC Comment #106062
Just to answer that age-old question that has been left unanswered for so long here:

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).

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