Classname: | breakable_brush |
Purpose: | Demolition, direct or by remote control (targetting) |
H2 Code: | breakabl.hc |
The hcode comments and many of the spawnflags for this entity
allude to a rather
complex scheme of `automatic linking', whereby breaking one brush
would trigger the breaking of others, but this may be broken,
and at any rate Eric Biessman thinks that manual linking by
means of targetting is better
and easier to use. Breakable brushes can also take a spawning field so that they will spawn mana or an artifact when broken. |
thingtype | Value is a number, which determines the sound it makes when
hit, the kinds of chunks
it makes when it breaks, and its default health. A few basic
thingtypes are:
|
health | This is set by default from
the thingtype field as follows, but can be specified independently.
|
abslight | A (decimal) value between 0 and 1, sets an absolute light-value for the brush. |
targetname | Value is a name, brush breaks when this name is triggered. |
target | Value is a name, when the brush breaks, all the entities having this name as their targetname are triggered. Typically, you'd want a breakable brush to target all of the brushes above it in a destructible structure, such as a tower, plus any pots, lights or other items that would look stupid hanging in space when the brush under them is destroyed. |
killtarget | Value is a name, when the brush breaks, all the entities having this name as their targetname will disappear. |
spawnflags | There are quite a lot of these described in the hcode, but the
useful ones seem to be:
The others involve automatic linking, whose status is a bit unclear to me at the moment, anyway here they are:
|