Caution:

_Breakable is an internal entity and should not be used on its own.

BASE _Breakable

KeyValues

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.

Inputs

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.

Outputs

OnBreak <void>

Fired when this breakable breaks.

OnTakeDamage <void>

Fired each time this breakable takes any damage.

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.