Mapping/Entities/func breakable

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Contents

General

A func_breakable will mark a brush as being destroyable. Just mark your brush, right click and select the func_breakable. Now you can hit n to get the entity dialoge (entity inspector) (as seen in the picture).

Keys

  • health: define the needed damage to destroy this brush.
  • particle: defines the particle to spawn on break
  • material: 0 is metal, 1 is glass (see the entity inspector for all possible values)

Don't forget to set the levelflags as needed.

Warning

Always use only one brush when converting to func_breakable. Otherwise the bounding box might screw up the pathfinding. See the screenshot for more information. Also don't copy func_breakables - might lead to one entity with more than one brush. Also don't copy func_breakable objects. This will also be in the same object. Thus the bounding box will increase with every copy to move in the world. The same counts for the func_door entity.

Image:Func_breakable_1.png


Links

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