Half-Life Entity Tutorials
Update: May 27, 2000
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func_breakable - by Tiger
Func_Breakable
Description
The func_breakable entity allows you to create a breakable brush. The following keys let you define the properties of the brush.
Key Value Action Description
targetname
string
name It's the name so that other entities can target it
target
string
Target on break When the brush breaks, it will activate whatever is specified here
health
integer
Strength This is the amount of damage the brush will sustain before breaking
material integer 0 - Glass
1 - Wood
2 - Metal
3 - Flesh
4 - Cinder Block
5 - Ceiling Tile
6 - Computer
7 - Unbreakable Glass
8 - Rocks
This defines the type of material gibs.
delay integer Delay before fire This is the delay between the breaking of the brush and the triggering of its targets.
gibmodel string Gib Model If a model is specified here, it will be spawned when the brush is broken
spawnobject
integer
0 - Nothing
1 - Battery
2 - Healthkit
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
Select an item to be spawned when the brush is broken.
explodemagnitude integer Explosion Magnitude this is the size of the explosion that will result from breaking the brush. For no explosion, use a value of 0 here.
spawnflags
1
Only Trigger Brush will only break when triggered.
2
Touch Brush will break on touch
4
Pressure Brush will break when pressured.
256
Instant Crowbar Brush will break instantly when hit with the crowbar.
For the Rendering Properties please check this tutorial.
Using Possibilities
This is a very important entity because you need it for a lot of things like glass, exploding boxes or even for every destroyable object in your map.