BreakableProp
is an internal entity and should not be used on its own.
BASE
BreakableProp
KeyValues
spawnflags <flags>
No description provided.
Possible Flags:
Name | Value | Default |
Break on Touch | 16 | ❌ |
Break on Pressure | 32 | ❌ |
Inherited from _Breakable
Explosion Damage <float> = 0
If non-zero, when this entity breaks it will create an explosion that causes the specified amount of damage. See also 'Explosion Radius'.
Explosion Radius <float> = 0
If non-zero, when this entity breaks it will create an explosion with a radius of the specified amount. See also 'Explosion Damage'.
Explode Magnitude <integer> = 0
If non-zero, when this entity breaks it will create an explosion that causes the specified amount of damage.
Performance Mode <choices> = Normal (0)
Used to limit the amount of gibs produced when this entity breaks, for performance reasons.
Possible Values:
Name | Value |
Normal | 0 |
No Gibs | 1 |
Full Gibs on All Platforms | 2 |
Reduced gibs | 3 |
Pressure Delay <float> = 0
Delay, in seconds, after 'broken' by pressure before breaking apart (allows for sound to play before breaking apart).
Minimum Damage to Hurt <integer> = 0
The entity will ignore any damage events if the damage is less than this amount.
Health <integer> = 0
Number of points of damage to take before breaking. 0 means don't break.
Physics Impact Damage Scale <float> = 1.0
Scales damage energy when this object is hit by a physics object. Set to 1.0 for materials as strong as flesh, smaller numbers indicate stronger materials.
Inherited from DamageFilter
Damage Filter <filterclass>
Name of the filter entity that controls which entities can damage us.
Inputs
EnableDamageForces <void>
Damaging the entity applies physics forces to it.
DisableDamageForces <void>
Damaging the entity does not apply physics forces to it.
Inherited from _Breakable
Break <void>
Breaks the breakable.
SetHealth <integer>
Sets a new value for the breakable's health. If the breakable's health reaches zero it will break.
AddHealth <integer>
Adds health to the breakable. If the breakable's health reaches zero it will break.
RemoveHealth <integer>
Removes health from the breakable. If the breakable's health reaches zero it will break.
EnablePhyscannonPickup <void>
Makes the breakable able to picked up by the physcannon.
DisablePhyscannonPickup <void>
Makes the breakable not able to picked up by the physcannon.
SetMass <float>
Set mass of this object.
Inherited from DamageFilter
SetDamageFilter <target_destination>
Sets the entity to use as damage filter. Pass in an empty string to clear the damage filter.
Outputs
OnTakeDamage <void>
Fired each time this breakable takes any damage.
Inherited from _Breakable
OnBreak <void>
Fired when this breakable breaks.
OnHealthChanged <float>
Fired when the health of this breakable changes, passing the new value of health as a percentage of max health, from [0..1].
OnPhysCannonDetach <void>
Fired when the physcannon has ripped this breakable off of the wall. Only fired if ACT_PHYSCANNON_DETACH is defined in the model this breakable is using.
OnPhysCannonAnimatePreStarted <void>
Fired when this prop starts playing the Pre physcannon-pull activity, caused by the player trying to grab this prop with the physcannon. Only fired if the ACT_PHYSCANNON_ANIMATE_PRE activity is defined in the model this breakable is using.
OnPhysCannonAnimatePullStarted <void>
Fired when this prop starts playing the physcannon-pull activity, caused by the player trying to grab this prop with the physcannon. Only fired if the ACT_PHYSCANNON_ANIMATE activity is defined in the model this breakable is using. If the prop has Pre pull anim, this will be fired after the Pre anim has finished playing.
OnPhysCannonPullAnimFinished <void>
Fired when this prop has finished playing the physcannon-pull activity, caused by the player trying to grab this prop with the physcannon. Only fired if the ACT_PHYSCANNON_ANIMATE activity is defined in the model this breakable is using. If the prop has Pre & Post pull anims, this will be fired after the Post anim has finished playing.
OnPhysCannonAnimatePostStarted <void>
Fired when this prop starts playing the Post physcannon-pull activity. Only fired if the ACT_PHYSCANNON_ANIMATE_POST activity is defined in the model this breakable is using.