TE BREAKMODEL
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Spawns multiple rotating models with gravity, collisions, fadeout, particle trails, and sound effects. Models are spawned from random locations inside a box.
This is the effect used when you destroy a func_breakable.
void te_breakmodel(Vector pos, Vector size, Vector velocity, uint8 speedNoise=16, string model="models/hgibs.mdl", uint8 count=8, uint8 life=0, uint8 flags=20, NetworkMessageDest msgType=MSG_BROADCAST, edict_t@ dest=null) { NetworkMessage m(msgType, NetworkMessages::SVC_TEMPENTITY, dest); m.WriteByte(TE_BREAKMODEL); m.WriteCoord(pos.x); m.WriteCoord(pos.y); m.WriteCoord(pos.z); m.WriteCoord(size.x); m.WriteCoord(size.y); m.WriteCoord(size.z); m.WriteCoord(velocity.x); m.WriteCoord(velocity.y); m.WriteCoord(velocity.z); m.WriteByte(speedNoise); m.WriteShort(g_EngineFuncs.ModelIndex(model)); m.WriteByte(count); m.WriteByte(life); m.WriteByte(flags); m.End(); }
- Vector pos Center point for the effect
- Vector size Radius of the box where the models spawn randomly inside
- Vector velocity Speed and direction of the models
- uint8 speedNoise Amount to randomize speed and direction
- string model Model to display
- uint8 count Number of models to spawn
- uint8 life Time to display all models (seconds * 0.1)
- uint8 flags Choose only one of the following flags:
1 : Glass sounds and models draw at 50% opacity
2 : Metal sounds
4 : Flesh sounds
8 : Wood sounds
64 : Rock sounds
The following flags can be enabled in addition to the flag selected above:
16 : Particle trails
32 : 50% opacity