http://ufoai.org/w/index.php?title=Mapping/Entities/func_breakable&feed=atom&action=historyMapping/Entities/func breakable - Revision history2024-03-28T16:31:19ZRevision history for this page on the wikiMediaWiki 1.35.4http://ufoai.org/w/index.php?title=Mapping/Entities/func_breakable&diff=27614&oldid=prevH-hour: /* Keys */2010-06-11T14:16:31Z<p><span dir="auto"><span class="autocomment">Keys</span></span></p>
<p><b>New page</b></p><div>[[Image:Entities_settings.jpg|right]]<br />
==General==<br />
A '''func_breakable''' will mark a brush as being destroyable. To turn a brush into a '''func_breakable''', select it and right click {{MB|R}} on the brush. Select '''Create entity''' and choose '''func_breakable''' from the list.<br />
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Now you can go to the Entity side panel (shown right) to modify the entity.<br />
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Don't forget to set the [[Mapping/Levelflags|levelflags]] as needed.<br />
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==Keys==<br />
* '''health''' : define the needed damage to destroy this brush.<br />
* '''particle''': [[UFO-Scripts/ptl_*.ufo|particle]] id<br />
* '''material''': material id (glass = 0 (default), metal = 1, electrical = 2, wood = 3)<br />
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==Warning==<br />
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.<br />
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.<br />
The same counts for the [[func_door]] entity.<br />
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[[Image:Func_breakable_1.png]]<br />
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==Links==<br />
* [[Mapping/Entities|Entities]]<br />
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[[Category:Contribute]]<br />
[[Category:Mapping]]<br />
[[Category:Entity]]</div>H-hour