BRUSH func_pushable

A brush with primitive physics that can be pushed around.

KeyValues

Hull Size <choices> = Point size (0)

No description provided.

Possible Values:

Name Value
Point size 0
Player size 1
Big Size 2
Player duck 3

spawnflags <flags>

No description provided.

Possible Flags:

Name Value Default
Only Break on Trigger 1
Break on Touch 2
Break on Pressure 4
Break immediately on Physics 512
Don't take physics damage 1024
Don't allow bullet penetration 2048
Breakable 128

Friction <float> = 50

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.

Inherited from func_breakable

Min Damage to Hurt <integer> = 0

The prop will ignore any damage events if the damage is less than this amount.

Physics Impact Damage Scale <float> = 1.0

Scales damage energy when this object is hit by a physics object. NOTE: 0 means this feature is disabled for backwards compatibility. Set to 1.0 for materials as strong as flesh, smaller numbers indicate stronger materials.

Inherited from BreakableBrush

Prop Data <choices> = None (0)

Set to the best approximation of the size and material of this entity's brushes. If set, it will override this entity's health and damage taken from various weapons. See the propdata.txt file in the scripts directory of your MOD to get a detailed list of what each entry specifies.

Possible Values:

Name Value
None 0
Wooden.Tiny 1
Wooden.Small 2
Wooden.Medium 3
Wooden.Large 4
Wooden.Huge 5
Metal.Small 6
Metal.Medium 7
Metal.Large 8
Cardboard.Small 9
Cardboard.Medium 10
Cardboard.Large 11
Stone.Small 12
Stone.Medium 13
Stone.Large 14
Stone.Huge 15
Glass.Small 16
Plastic.Small 17
Plastic.Medium 18
Plastic.Large 19
Pottery.Small 20
Pottery.Medium 21
Pottery.Large 22
Pottery.Huge 23
Glass.Window 24

Strength <integer> = 1

Number of points of damage to take before breaking. 0 means don't break.

Material Type <choices> = Glass (0)

Set to the material type of the brush. Used to decide what sounds to make when damaged, and what gibs to produce when broken.

Possible Values:

Name Value
Glass 0
Wood 1
Metal 2
Flesh 3
CinderBlock 4
Ceiling Tile 5
Computer 6
Unbreakable Glass 7
Rocks 8
Metal Panel 9
None 10

Gibs Direction <choices> = Random (0)

Used to decide which direction to throw gibs when broken.

Possible Values:

Name Value
Random 0
Relative to Attack 1
Use Precise Gib Dir 2

Precise Gib Direction <angle> = 0 0 0

Specifies the direction to throw gibs when this breakable breaks. Be sure to select Use Precise Gib Dir in the Gibs Direction field!

Damaging it Doesn't Push It <boolean> = No

Used to determine whether or not damage should cause the brush to move.

Spawn On Break <choices> = 0

When broken, an entity of the selected type will be created.

Possible Values:

Name Value
item_battery 1
item_healthkit 2
item_ammo_pistol 3
item_ammo_pistol_large 4
item_ammo_smg1 5
item_ammo_smg1_large 6
item_ammo_ar2 7
item_ammo_ar2_large 8
item_box_buckshot 9
item_flare_round 10
item_box_flare_rounds 11
item_ml_grenade 12
item_smg1_grenade 13
item_box_sniper_rounds 14
unused1 15
weapon_stunstick 16
weapon_ar1 17
weapon_ar2 18
unused2 19
weapon_ml 20
weapon_smg1 21
weapon_smg2 22
weapon_slam 23
weapon_shotgun 24
weapon_molotov 25
item_dynamic_resupply 26

Inherited from BaseEntityVisBrush

Effect Flags <choices> = None (0)

For configuring visual effects. If you want to combine effects, turn SmartEdit off and add the effect numbers together, i.e. 64 + 8 = 72.

Possible Values:

Name Value
None 0
Bonemerge always, very expensive!! 1
Bright, dynamic light at entity origin 2
Dim, dynamic light at entity origin 4
No movement interpolation 8
Don't cast shadows 16
Don't draw entity (entity is fully ignored by clients, NOT server) 32
Don't receive dynamic shadows 64
Bonemerge only in PVS, better performance but prone to disappearing. Use with Bonemerge. 128
Blinking glow 256
Flag parent as always animating and realign each frame 512
Mark for fast reflections 1024
No shadow depth, for use with env_cascade_light 2048
Dont cache in shadow depthmap (render every frame) 4096
No flashlight 8192
No CSM 16384

VRAD Shadows <choices> = Do not cast shadows (0)

Determines if this entity will cast lightmap shadows.

Possible Values:

Name Value
Do not cast shadows 0
Cast shadows 1

Minimum Light Level <float> = 0

The minimum level of ambient light that hits this brush.

Disable Receiving Shadows? <boolean> = No

Prevents dynamic shadows (e.g. player and prop shadows) from appearing on this entity.

Disable ShadowDepth <boolean> = No

Used to disable rendering into shadow depth (for flashlight) for this entity.

Projected Texture Cache <choices> = Default (0)

Used to hint projected texture system whether it is sufficient to cache shadow volume of this entity or to force render it every frame instead.

Possible Values:

Name Value
Default 0
No cache = render every frame 1
Cache it = render only once 2

Disable flashlight <boolean> = No

Used to disable flashlight (env_projectedtexture) lighting and shadows on this entity.

Inherited from BaseEntityBrush

Name <target_source>

The name that other entities refer to this entity by.

Global Entity Name <string>

Name by which this entity is linked to another entity in a different map. When the player transitions to a new map, entities in the new map with globalnames matching entities in the previous map will have the previous map's state copied over their state.

Origin (X Y Z) <origin>

The position of this brush entity's center in the world. Rotating entities typically rotate around their origin.

Parent <target_destination>

The name of this entity's parent in the movement hierarchy. Entities with parents move with their parent. Set an attachment point via 'parentname,attachment'.

Minimum Bounding Box Size <vector>

Co-ordinate of the minimum bounding box corner, relative to entity origin. The bounding box is drawn from this corner to the other one. Requires Bounding Box collisions (solid 2) to be used. Can be used to overwrite the collision shape of a brush, although it can only be a cuboid. Can be AddOutputed to change shape at runtime.

Maximum Bounding Box Size <vector>

Co-ordinate of the maximum bounding box corner, relative to entity origin. The bounding box is drawn from this corner to the other one. Requires Bounding Box collisions (solid 2) to be used. Can be used to overwrite the collision shape of a brush, although it can only be a cuboid. Can be AddOutputed to change shape at runtime.

Collisions <choices> = VPhysics (6)

Method of collision for this entity. Can be changed at runtime with AddOutput.

Possible Values:

Name Value
None 0
BSP (QPhysics) 1
Bounding Box 2
Oriented Bounding Box 3
Oriented Bounding Box, constrained to Yaw only 4
Custom (defined per-entity, if not defined the entity will have bizarre collision behavior) 5
VPhysics 6

Inherited from RenderFields

Render Mode <choices> = Normal (0)

Used to set a non-standard rendering mode on this entity. See also 'FX Amount' and 'FX Color'.* Color & Texture = srca+dest(1-a)* Glow = srca + dest, fixed on screen for sprites Solid = Performs alphatest transparency* Additive = srca + dest Additive FF = blend between sprite nimation frames* Alpha Add = src + dest*(1-a)* World Space Glow = src*a + dest

Possible Values:

Name Value
Normal 0
Color 1
Texture 2
Glow 3
Solid 4
Additive 5
Additive Fractional Frame 7
Additive Alpha 8
World Space Glow 9
Don't Render 10

FX Color (R G B) <color255> = 255 255 255

A color to mix with the model/sprite.

FX Alpha (0 - 255) <integer> = 255

Transparency amount, requires a Render Mode other than Normal. 0 is invisible, 255 is fully visible.

Render FX <choices> = Normal (0)

Various somewhat legacy alpha effects. Material Proxies are more modern.

Possible Values:

Name Value
Normal 0
Slow Pulse 1
Fast Pulse 2
Slow Wide Pulse 3
Fast Wide Pulse 4
Slow Strobe 9
Fast Strobe 10
Faster Strobe 11
Slow Flicker 12
Fast Flicker 13
Slow Fade Away 5
Fast Fade Away 6
Slow Become Solid 7
Fast Become Solid 8
Constant Glow 14
Fade Out 15
Fade In 16
Pulse Fast Wider 17
Glow Shell 18

Disable Receiving Shadows <boolean> = No

No description provided.

View ID nodraw <choices> = Draw normally (0)

This keyvalue can control whether an entity should only draw on things like monitors or mirrors, or the opposite. The code for this is { m_iViewHideFlags & (1 << CurrentViewID()) } and supports any combination of view IDs.

Possible Values:

Name Value
Draw normally 0
Hide in main view (player's eyes) 193
Hide in cameras 36
Hide in mirrors/water 24
Hide in cameras and mirrors/water 60
Hide in 3D skybox 2
Hide projected texture shadows 128

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.

Inherited from DamageFilter

Damage Filter <filterclass>

Name of the filter entity that controls which entities can damage us.

Inputs

Inherited from BreakableBrush

EnableDamageForces <void>

Damaging the entity applies physics forces to it.

DisableDamageForces <void>

Damaging the entity does not apply physics forces to it.

Inherited from BaseEntityVisBrush

DisableShadow <void>

Allows the entity to draw a render target (dynamic) shadow.

EnableShadow <void>

Prevents the entity from drawing a render target (dynamic) shadow.

DisableReceivingFlashlight <void>

This object will not recieve light or shadows from projected textures (flashlights).

EnableReceivingFlashlight <void>

This object may recieve light or shadows from projected textures (flashlights).

AlternativeSorting <boolean>

Used to attempt to fix sorting problems when rendering. True activates, false deactivates

Inherited from BaseEntityBrush

Kill <void>

Removes this entity from the world.

KillHierarchy <void>

Removes this entity and all its children from the world.

SetParent <target_destination>

Changes the entity's parent in the movement hierarchy.

SetParentAttachment <string>

Change this entity to attach to a specific attachment point on its parent. Entities must be parented before being sent this input. The parameter passed in should be the name of the attachment.

SetParentAttachmentMaintainOffset <string>

Change this entity to attach to a specific attachment point on it's parent. Entities must be parented before being sent this input. The parameter passed in should be the name of the attachment. The entity will maintain it's position relative to the parent at the time it is attached.

ClearParent <void>

Removes this entity from the the movement hierarchy, leaving it free to move independently.

SetLocalAngles <vector>

Sets the rotation of the entity relative to the parent's rotation.

SetLocalOrigin <vector>

Sets the position of the entity relative to its parent if one exists. Otherwise relative to the world.

SetAbsAngles <vector>

Set this entity's angles, always relative to the world origin.

AddOutput <string>

Adds an entity I/O connection to this entity or changes keyvalues dynamically. Format: '<output name> <targetname>:<inputname>:<parameter>:<delay>:<max times to fire (-1 == infinite, 1 = only once)>' or 'keyvalue newval'. Very dangerous, use with care.

FireUser1 <void>

Causes this entity's OnUser1 output to be fired.

FireUser2 <void>

Causes this entity's OnUser2 output to be fired.

FireUser3 <void>

Causes this entity's OnUser3 output to be fired.

FireUser4 <void>

Causes this entity's OnUser4 output to be fired.

Use <void>

More or less replicates the player interacting with an entity. (+USE)

PassUser1 <string>

Causes this entity's OutUser1 output to be fired, passing along the parameter unchanged.

PassUser2 <string>

Causes this entity's OutUser2 output to be fired, passing along the parameter unchanged.

PassUser3 <string>

Causes this entity's OutUser3 output to be fired, passing along the parameter unchanged.

PassUser4 <string>

Causes this entity's OutUser4 output to be fired, passing along the parameter unchanged.

FireRandomUser <void>

Fires OnUser1, OnUser2, OnUser3, or OnUser4 with a 25% chance of each.

PassRandomUser <string>

Fires OutUser1, OutUser2, OutUser3, or OutUser4 with a 25% chance of each. The parameter is passed along unchanged.

KillIfNotVisible <void>

Removes this entity if it is not in the player's viewcone.

KillWhenNotVisible <void>

Removes this entity when it is not in the player's viewcone.

FireOutput <string>

Fires the named output on this entity. Format: '<output name>:<activator>:<caller>:<parameter>:<delay>' (OnDeath:hl3cardgame:gaben). Everything beyond the output name is optional.

RemoveOutput <string>

Removes all instances of the named output on this entity. Wildcards are supported, meaning you could just pass '*' to wipe all outputs from this entity.

AcceptInput <string>

Fires the named input on this entity. Format: '<input name>:<parameter>:<activator>:<caller>:<output ID>' (SetTarget:cheese). Everything beyond the input name is optional. Mind the fact this is arranged differently from FireOutput, having the parameter right after the input name.

CancelPending <void>

Cancels any events fired by this entity that are currently pending in the I/O event queue.

FreeChildren <void>

Unparents all direct children of this entity.

SetLocalVelocity <vector>

Sets this entity's current velocity.

SetLocalAngularVelocity <vector>

Sets this entity's current angular velocity.

AddSpawnFlags <integer>

Adds spawnflag(s) to this entity. Many spawnflags have their respective numbers suffixed in this FGD.

RemoveSpawnFlags <integer>

Removes spawnflag(s) to this entity. Many spawnflags have their respective numbers suffixed in this FGD.

AddSolidFlags <integer>

Adds solid flags to this entity.

RemoveSolidFlags <integer>

Removes solid flags from this entity.

ChangeVariable <string>

Similar to AddOutput, except it changes an internal variable similar to logic_datadesc_accessor instead. Very dangerous, use with care.

SetHealth <integer>

Sets this entity's health.

AddHealth <integer>

Adds to this entity's health.

RemoveHealth <integer>

Removes from this entity's health.

SetMaxHealth <integer>

Sets this entity's max health.

SetEntityName <target_destination>

Sets this entity's name that other entities should refer to it by.

SetTarget <target_destination>

Sets this entity's target. This is specific to certain entities, particularly logic entities that involve a target.

SetOwnerEntity <target_destination>

Sets this entity's owner entity. This has nothing to do with parenting and has more to do with collision and kill credits.

SetThinkNull <void>

Sets this entity's general think function to null. Behavior varies from entity to entity..

Touch <target_destination>

Simulates this entity touching the specified entity.

Inherited from RenderFields

Alpha <integer>

Set the entity's alpha (0 - 255).

Color <color255>

Set the entity's color (R G B).

SetRenderMode <integer>

Sets this entity's render mode.

SetRenderFX <integer>

Sets this entity's render FX.

SetViewHideFlags <integer>

Sets this entity's view ID nodraw flags (takes raw flag combination).

AddEffects <integer>

Adds an entity effect.

RemoveEffects <integer>

Removes an entity effect.

EnableDraw <void>

Draws an entity if it is not drawn. Equivalent to RemoveEffects > 32.

DisableDraw <void>

Undraws an entity if it is drawn. Equivalent to AddEffects > 32.

AddEFlags <integer>

Adds an entity flag. NOTE: Entity flags are not the spawn flags you see in Hammer. Use AddSpawnFlags to add spawnflags.

RemoveEFlags <integer>

Removes an entity flag. NOTE: Entity flags are not the spawn flags you see in Hammer. Use RemoveSpawnFlags to remove spawnflags.

SetCollisionGroup <integer>

Sets this entity's collision group.

Inherited from _Breakable

Break <void>

Breaks the breakable.

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

Inherited from BaseEntityBrush

OnUser1 <void>

Fired in response to FireUser1 input.

OnUser2 <void>

Fired in response to FireUser2 input.

OnUser3 <void>

Fired in response to FireUser3 input.

OnUser4 <void>

Fired in response to FireUser4 input.

OutUser1 <string>

Fires in response to PassUser1 input, with the parameter passed through unchanged.

OutUser2 <string>

Fires in response to PassUser2 input, with the parameter passed through unchanged.

OutUser3 <string>

Fires in response to PassUser3 input, with the parameter passed through unchanged.

OutUser4 <string>

Fires in response to PassUser4 input, with the parameter passed through unchanged.

Inherited from _Breakable

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.