TE BREAKMODEL
Revision as of 21:22, 5 April 2025 by Outerbeast (talk | contribs) (Created page with "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 effe...")
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
