Func breakable

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DESCRIPTION

Causes a bmodel to be breakable and project fx and pieces.


SPAWNFLAGS

INVINCIBLE - Can only be broken by being used.

IMPACT - Does damage on impact.

CRUSHER - Won't reverse movement when hit an obstacle.

THIN - Can be broken by impact damage, like glass.

SABERONLY - Only takes damage from sabers.

HEAVY_WEAP - Only takes damage by a heavy weapon, like an emplaced gun or AT-ST gun.

USE_NOT_BREAK - Using it doesn't make it break, still can be destroyed by damage.

PLAYER_USE - Player can use it with the use button.

NO_EXPLOSION - Does not play an explosion effect, though will still create chunks if specified.


KEYS&VALUES

targetname - Entities with matching target will fire it.

paintarget - Target to fire when hit (but not destroyed).

wait - How long minimum to wait between firing pain target each time hit.

delay - When killed or used, how long (in seconds) to wait before blowing up (none by default).

model2 - .md3 model to also draw.

target - All entities with a matching targetname will be used when this is destroyed.

health - Default is 10.

numchunks - Multiplies the number of chunks spawned. Chunk code tries to pick a good volume of chunks, but you can alter this to scale the number of spawned chunks. (default 1) (.5) is half as many chunks, (2) is twice as many chunks.

chunksize - Scales up/down the chunk size by this number (default is 1)

playfx - Path of effect to play on death.


_lightmapscale - Floating point value scaling the resolution of lightmaps on brushes/patches in this entity (default 1.0).

_cs OR _castshadows - Allows per-entity control over shadow casting. Defaults to 0 on entities, 1 on world. 0 = no shadow casting. 1 = cast shadows on world. > 1 = cast shadows on entities with _rs (or _receiveshadows) with the corresponding value, AND world. Negative values imply same, but DO NOT cast shadows on world.

_rs OR _receiveshadows - Allows per-entity control over shadow reception. Defaults to 1 on everything (world shadows). 0 = receives NO shadows. > 1 = receive shadows only from corresponding keyed entities (see above) and world. < 1 = receive shadows ONLY from corresponding keyed entities.

_celshader - Sets the cel shader used for this geometry. Note: omit the 'textures/' prefix.

_indexmap OR alphamap - Path/name for the art file used to guide the mapping of textures on the terrain surface.

_layer OR layers - Integer value is the number unique root shaders that will be use on the terrain.

_shader OR shader - Path to the metashader used to assign textures to the terrain entity. Note: Omit the 'textures/' prefix.

script_targetname - Referred to by script as the recipient of set of instructions. Most entities can use this key.


showhealth - if non-0, will display the health bar on the hud when the crosshair is over this entity (in siege)

teamowner - in siege this will specify which team this thing is 'owned' by. To that team the crosshair will highlight green, to the other team it will highlight red.

Damage: Default is none.

splashDamage - Damage to do.

splashRadius - Radius for above damage.

team - If set, only this team can trip this trigger.

  • 0 - any
  • 1 - red
  • 2 - blue

Don't know if these work:

color - ConstantLight color. (Default setup with light entity selected press K to bring up color picker.)

light - ConstantLight radius.

material - default is '0 - MAT_METAL' - choose from this list:

  • 0 = MAT_METAL (basic blue-grey scorched-DEFAULT)
  • 1 = MAT_GLASS
  • 2 = MAT_ELECTRICAL (sparks only)
  • 3 = MAT_ELEC_METAL (METAL2 chunks and sparks)
  • 4 = MAT_DRK_STONE (brown stone chunks)
  • 5 = MAT_LT_STONE (tan stone chunks)
  • 6 = MAT_GLASS_METAL (glass and METAL2 chunks)
  • 7 = MAT_METAL2 (electronic type of metal)
  • 8 = MAT_NONE (no chunks)
  • 9 = MAT_GREY_STONE (grey colored stone)
  • 10 = MAT_METAL3 (METAL and METAL2 chunk combo)
  • 11 = MAT_CRATE1 (yellow multi-colored crate chunks)
  • 12 = MAT_GRATE1 (grate chunks--looks horrible right now)
  • 13 = MAT_ROPE (for yavin_trial, no chunks, just wispy bits )
  • 14 = MAT_CRATE2 (red multi-colored crate chunks)
  • 15 = MAT_WHITE_METAL (white angular chunks for Stu, NS_hideout )
  • 16 = MAT_SNOWY_ROCK (mix of gray and brown rocks)

Applicable only during Siege gametype:

teamnodmg - if 1, team 1 can't damage this. If 2, team 2 can't damage this.


NOTES

When destroyed, fires it's trigger and chunks and plays sound 'noise' or sound for type if no noise specified.

If model2 key is used you need to add an origin brush to reference the point of origin of the model.

If an origin brush is used the you must select the origin brush first then all other brushes that make up this entity. Then create this entity.

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