Difference between revisions of "Func pushable"

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(Import of converted entguide pages from Sven Manor.)
 
(Added info about instant break weapons)
 
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}}
 
}}
  
Similar to func_breakable, but this entity can also be pushed and carried by players.
+
Similar to [[func_breakable]], but this entity can also be pushed and carried by players.
  
 
== Keyvalues ==
 
== Keyvalues ==
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{{Entity_keyvalue|Strength|health|Set how many hitpoints the func_breakable has.}}
 
{{Entity_keyvalue|Strength|health|Set how many hitpoints the func_breakable has.}}
 
{{Entity_keyvalue|Material type|material|Choose the material which matches what your func_breakable is supposed to be the most. The material type affects the func_breakable's sounds emitted when it takes damage, as well as which gibs are created when it is destroyed. If the material is set to 'Unbreakable glass', the func_breakable is, regardless of how funny that is, in fact, unbreakable.}}
 
{{Entity_keyvalue|Material type|material|Choose the material which matches what your func_breakable is supposed to be the most. The material type affects the func_breakable's sounds emitted when it takes damage, as well as which gibs are created when it is destroyed. If the material is set to 'Unbreakable glass', the func_breakable is, regardless of how funny that is, in fact, unbreakable.}}
{{Entity_keyvalue|Instant break weapon|weapon|Allows you to specify an instant-break weapon other than the crowbar. Requires "1-Hit Break" flag selected.}}
+
{{Entity_keyvalue|Instant break weapon|weapon|Allows you to specify an instant-break weapon other than the crowbar. Requires the "1-Hit Break" flag to work.
 +
 
 +
* '''Crowbar''' is the default option and will work with both the crowbar and electric crowbar. Will not work with a thrown crowbar.
 +
* '''Crowbar (Electric Only)''' requires the electric-mode of the crowbar. Will not work with a thrown crowbar.
 +
* '''Pipe Wrench'''}}
 
{{Entity_keyvalue|Gibs direction and velocity|explosion|Set whether the gibs fly relative to where the attack came from, damage received and material (e.g. concrete gibs fly with less velocity) or randomly. This has no effect on func_breakables destroyed via a trigger. Note: Blowing up stuff is much more fun when shit goes flying instead of just falling to the ground as if nothing happened.}}
 
{{Entity_keyvalue|Gibs direction and velocity|explosion|Set whether the gibs fly relative to where the attack came from, damage received and material (e.g. concrete gibs fly with less velocity) or randomly. This has no effect on func_breakables destroyed via a trigger. Note: Blowing up stuff is much more fun when shit goes flying instead of just falling to the ground as if nothing happened.}}
 
{{Entity_keyvalue|Delay before fire|delay|Delay between the func_breakable breaking and it actually firing its target. If the 'Touch'-flag is set, the func_breakable will break in the same moment in which it fires its target.}}
 
{{Entity_keyvalue|Delay before fire|delay|Delay between the func_breakable breaking and it actually firing its target. If the 'Touch'-flag is set, the func_breakable will break in the same moment in which it fires its target.}}
 
{{Entity_keyvalue|Gib model|gibmodel|Custom model of broken entity parts. Models with multiple 'Submodels' uses all of sub-models for gibs.}}
 
{{Entity_keyvalue|Gib model|gibmodel|Custom model of broken entity parts. Models with multiple 'Submodels' uses all of sub-models for gibs.}}
 
{{Entity_keyvalue|Spawn on break|spawnobject|If the func_breakable is broken, the specified item will drop. It does not respawn after collected.}}
 
{{Entity_keyvalue|Spawn on break|spawnobject|If the func_breakable is broken, the specified item will drop. It does not respawn after collected.}}
{{Entity_keyvalue|Explode magnitude (0=none)|explodemagnitude|If greater than zero, the func_breakable will cause an explosion at its position when it breaks. The greater the magnitude, the more damage the explosion will cause. Note that explosion damage values above 200 are know to cause explosion damage to even go through walls.}}
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{{Entity_keyvalue|Explode magnitude <nowiki>(0=none)</nowiki>|explodemagnitude|If greater than zero, the func_breakable will cause an explosion at its position when it breaks. The greater the magnitude, the more damage the explosion will cause. Note that explosion damage values above 200 are know to cause explosion damage to even go through walls.}}
 
{{Entity_keyvalue|Sound replacement file|soundlist|Allows you to setup a sound replacement file for the func_breakables sounds. The path begins in 'svencoop/sound/mapname', whereas 'mapname' would be your map's name. You can go to the parent directory using '../'. A valid sound replacement file contains one or more lines with two sound-paths, which are separated by a space and wrapped into quotes. The first sound is the sound to be replaced. The second sound is the new sound. Sound-paths start in the sound directory. You cannot go to the parent directory using '../' in that case. These sounds do not need to be precached using a custom_precache point entity.}}
 
{{Entity_keyvalue|Sound replacement file|soundlist|Allows you to setup a sound replacement file for the func_breakables sounds. The path begins in 'svencoop/sound/mapname', whereas 'mapname' would be your map's name. You can go to the parent directory using '../'. A valid sound replacement file contains one or more lines with two sound-paths, which are separated by a space and wrapped into quotes. The first sound is the sound to be replaced. The second sound is the new sound. Sound-paths start in the sound directory. You cannot go to the parent directory using '../' in that case. These sounds do not need to be precached using a custom_precache point entity.}}
{{Entity_keyvalue|Friction (0-400)|friction|Friction of func_pushable, higher values makes it harder to move. Set it to 400 or values near to 400 to make it unmovable 
+
{{Entity_keyvalue|Friction (0-400)|friction|Friction of func_pushable, higher values makes it harder to move. Set it to 400 or values near to 400 to make it unmovable by pushing it (still func_pushable can be easily moved by using it and pressing left/right).}}
by pushing it (still func_pushable can be easily moved by using it and pressing left/right).}}
 
 
{{Entity_keyvalue|Buoyancy|buoyancy|How well this entity will float in liquid.}}
 
{{Entity_keyvalue|Buoyancy|buoyancy|How well this entity will float in liquid.}}
 
{{Entity_keyvalue|Max Hull size|maxhullsize|Obsolete.}}
 
{{Entity_keyvalue|Max Hull size|maxhullsize|Obsolete.}}
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== Issues ==
 
== Issues ==
  
Liftable pushables shake when being held (and fly away when let go of).Stacking liftable pushables on each other breaks them, making them fly infinitely up when attempting to be lifted again.Pushables tend to get stuck in or go through complex geometry. Try to keep the area around this entity as square as possible.Hull Size key is obsolete.
+
* Liftable pushables shake when being held (and fly away when let go of).
 
+
* Stacking liftable pushables on each other breaks them, making them fly infinitely up when attempting to be lifted again.
 +
* Pushables tend to get stuck in or go through complex geometry. Try to keep the area around this entity as square as possible.
 +
* Hull Size key is obsolete.
  
 
{{entity_title}}
 
{{entity_title}}

Latest revision as of 16:37, 6 January 2023

func_pushable
Type

brush

Status

supported

 


Similar to func_breakable, but this entity can also be pushed and carried by players.

1 Keyvalues

Classification : classify

Classification of this entity. If specified, enemies of this class will attack this entity.

Target on break : target

The func_breakable triggers its target when it breaks.

Strength : health

Set how many hitpoints the func_breakable has.

Material type : material

Choose the material which matches what your func_breakable is supposed to be the most. The material type affects the func_breakable's sounds emitted when it takes damage, as well as which gibs are created when it is destroyed. If the material is set to 'Unbreakable glass', the func_breakable is, regardless of how funny that is, in fact, unbreakable.

Instant break weapon : weapon

Allows you to specify an instant-break weapon other than the crowbar. Requires the "1-Hit Break" flag to work.

  • Crowbar is the default option and will work with both the crowbar and electric crowbar. Will not work with a thrown crowbar.
  • Crowbar (Electric Only) requires the electric-mode of the crowbar. Will not work with a thrown crowbar.
  • Pipe Wrench

Gibs direction and velocity : explosion

Set whether the gibs fly relative to where the attack came from, damage received and material (e.g. concrete gibs fly with less velocity) or randomly. This has no effect on func_breakables destroyed via a trigger. Note: Blowing up stuff is much more fun when shit goes flying instead of just falling to the ground as if nothing happened.

Delay before fire : delay

Delay between the func_breakable breaking and it actually firing its target. If the 'Touch'-flag is set, the func_breakable will break in the same moment in which it fires its target.

Gib model : gibmodel

Custom model of broken entity parts. Models with multiple 'Submodels' uses all of sub-models for gibs.

Spawn on break : spawnobject

If the func_breakable is broken, the specified item will drop. It does not respawn after collected.

Explode magnitude (0=none) : explodemagnitude

If greater than zero, the func_breakable will cause an explosion at its position when it breaks. The greater the magnitude, the more damage the explosion will cause. Note that explosion damage values above 200 are know to cause explosion damage to even go through walls.

Sound replacement file : soundlist

Allows you to setup a sound replacement file for the func_breakables sounds. The path begins in 'svencoop/sound/mapname', whereas 'mapname' would be your map's name. You can go to the parent directory using '../'. A valid sound replacement file contains one or more lines with two sound-paths, which are separated by a space and wrapped into quotes. The first sound is the sound to be replaced. The second sound is the new sound. Sound-paths start in the sound directory. You cannot go to the parent directory using '../' in that case. These sounds do not need to be precached using a custom_precache point entity.

Friction (0-400) : friction

Friction of func_pushable, higher values makes it harder to move. Set it to 400 or values near to 400 to make it unmovable by pushing it (still func_pushable can be easily moved by using it and pressing left/right).

Buoyancy : buoyancy

How well this entity will float in liquid.

Max Hull size : maxhullsize

Obsolete.

Min Hull size : minhullsize

Obsolete.

HUD Info name : displayname

Name you will see on the in-game HUD when looking at this entity. Requires "Show HUD Info" flag.

2 Flags

8 : Repairable

Players can repair this entity with the wrench.

16 : Monsters Ignore?

Monsters will ignore this entity.

32 : Show HUD Info

Whether or not to show the name and health of this entity when looking at it in-game.

128 : Breakable

Can be broken.

256 : 1-Hit Break

Can be broken in one hit by the weapon set in "Instant Break Weapon".

512 : Explosives Only

Can only be broken with explosives.

1024 : Liftable

Players can lift this entity off of the ground. It's recommended to not using this feature, it's heavily bugged.

3 Issues

  • Liftable pushables shake when being held (and fly away when let go of).
  • Stacking liftable pushables on each other breaks them, making them fly infinitely up when attempting to be lifted again.
  • Pushables tend to get stuck in or go through complex geometry. Try to keep the area around this entity as square as possible.
  • Hull Size key is obsolete.