func_breakable #
New parameters #
Most of spawnobject values are compatible with those in Sven Co-op.Relative to attackoption is now working as intended (was buggy in Half-Life).
HUD Info name- name to display when player is looking at this breakable. RequiresShow HUD Infospawnflag.Switch to alternate texture- switch the textures (from+0to+Avariant or vice-versa) on the brush model when half or less health has left. This allows to simulate the half-broken materials (e.g. cracked glass).Spark When Hit- allow spark effect when the breakable is hit, even if material is not aComputer.
New spawnflags #
Show HUD Info- whether to show HUD info for players looking at this breakable. This is not affected bymp_allowmonsterinfoandsp_allowmonsterinfocvars.
Explosive Only- make the breakable immune to any non-explosive damage.Op4Mortar only- make the breakable resistant to anything besidesop4mortarshells.Not solid- make breakable non-solid (can be destroyed only with trigger).Smoke trails on gibs- add gray particle trails on gibs (using the default effect from the engine).Transparent gibs- make gibs semi-transparent.
Calc Ratio #
Reports the health / max health fraction.
Soundscripts #
When the breakable gets hit (depending on the material):
- Breakable.Computer - computer.
- Breakable.Concrete - concrete or rocks.
- Breakable.Flesh - flesh.
- Breakable.Glass - glass.
- Breakable.Metal - metal.
- Breakable.Wood - wood.
In addition to the breakable sound the material sound of the texture is also playing (with decreased volume).
Changing the breakable hit soundscripts globally also affects the sounds produced by gibs spawned via env_shooter.
When the breakable gets destroyed (depending on the material):
- Breakable.BustCeiling - ceiling tile.
- Breakable.BustConcrete - concrete (cinder block).
- Breakable.BustComputer - computer. By default it’s the same as Breakable.BustMetal.
- Breakable.BustFlesh - flesh.
- Breakable.BustGlass - glass.
- Breakable.BustMetal - metal.
- Breakable.BustRocks - rocks. By default it’s the same as Breakable.BustConcrete.
- Breakable.BustWood - wood.
Other soundscripts:
- Breakable.Spark - the spark sound to play along with the spark sprite effect. Derived from Material.Spark.
Bugfixes #
- Fixed
func_breakabletaking damage from some attacks even ifOnly Triggerspawnflag is set (original Half-Life bug).
Entity template examples #
The take damage rules that emulate entity’s native ones. Could be used as a starting point for further changes.
{
"func_breakable": {
"take_damage": [
{
"conditions": {
"dmg_type": "club"
},
"modifier": {
"dmg": "*2"
}
},
{
"conditions": {
"dmg_type": "poison"
},
"modifier": {
"dmg": "*0.1"
}
}
]
}
}
The func_breakable belonging to the following entity template will take damage from shockroach projectiles only.
{
"shockable_breakable": {
"take_damage": [
{
"conditions": {
"inflictor": {
"classname": "shock_beam",
"negate": true
}
},
"modifier": {
"skip_damage": true
}
}
]
}
}