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VERC › func_breakable

func_breakable

Breakable Object Note the special new features the breakable has in DoD. It can be set to break when a player carrying a certain object touches it, break when shot by a bazooka/panzerschrek/PIAT, or only from grenade explosion damage.

Properties

  • _minlight (string) Minimum light level
  • capobj_group (string) TnT Group Name (if used)
  • capobj_hud_sprite (sprite) Sprite to show on HUD if in zone without object (default: sprites/obj_tnt.spr)
  • tntdelay (integer) delay before breaking with tnt (default: 3)
  • tnttrigger (string) Trigger when tnt set (if used)
  • delay (string) Delay before fire (default: 0)
  • explodemagnitude (integer) Explode Magnitude (0=none) (default: 0)
  • gibmodel (studio) Gib Model
  • health (integer) Strength (default: 1)
  • target (target_destination) Target on break
  • explosion (integer) Gibs Direction

         0 - Random (default)
         1 - Relative to Attack

  • material (integer) Material type

         0 - Glass (default)
         1 - Wood
         2 - Metal
         3 - Flesh
         4 - Cinder Block
         5 - Ceiling Tile
         6 - Computer
         7 - Unbreakable Glass
         8 - Rocks

  • spawnobject (integer) Spawn On Break

         0 - Nothing (default)

  • zhlt_lightflags (integer) Light Flags (Zhlt 2.2+)

         0 - Normal (default)
         1 - Embedded Fix
         2 - Opaque (Blocks Light)
         3 - Opaque + Embedded Fix
         6 - ConcaveFix (6)

  • renderamt (integer) FX Amount (1 - 255)
  • rendercolor (color255) FX Color (R G B) (default: 0 0 0)
  • rendermode (integer) Render Mode

         0 - Normal (default)
         1 - Color
         2 - Texture
         3 - Glow
         4 - Solid
         5 - Additive

  • light_origin (string) Light Origin (Zhlt 2.2+)
  • zhlt_lightflags (integer) Light Flags (Zhlt 2.2+)

         0 - Normal (default)
         1 - Embedded Fix
         2 - Opaque (Blocks Light)
         3 - Opaque + Embedded Fix
         6 - ConcaveFix (6)

  • movewith (target_destination) Moves with
  • targetname (target_source) Name
  • renderfx (integer) Render FX

         0 - Normal (default)
         1 - Slow Pulse
         2 - Fast Pulse
         3 - Slow Wide Pulse
         4 - Fast Wide Pulse
         5 - Slow Fade Away
         6 - Fast Fade Away
         7 - Slow Become Solid
         8 - Fast Become Solid
         9 - Slow Strobe
         10 - Fast Strobe
         11 - Faster Strobe
         12 - Slow Flicker
         13 - Fast Flicker
         14 - Constant Glow
         15 - Distort
         16 - Hologram (Distort + fade)

Flags

  • 1 - Only Trigger
  • 2 - Touch
  • 4 - Pressure
  • 8 - Only Grenades
  • 16 - Allies Only
  • 32 - Axis Only
  • 64 - Object Cap Only
  • 256 - Bazooka or Grenades
  • 512 - Only Bazooka
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