Revision Difference
func_shatterglass#547238
<title>func_shatterglass</title>
# func_shatterglass
A procedurally shattering glass panel.
### Keyvalues
+ Name (`targetname`)
> The name that other entities refer to this entity by.
⤶
+ Tags (`tags`)
> A list of general purpose tags for this entity, for interactions with other entities such as triggers.⤶
⤶
+ Glass Thickness (`glass_thickness`)
> Thickness of the glass⤶
⤶
+ Glass Material (`glass_material`)⤶
> Material to use for the glass.
⤶
+ Glass Material When Broken (`brokenmaterial`)⤶
> Material to use for the glass when it's broken. if not set, the material will not change on break.⤶
⤶
+ Damage Position 01 (`damagepositioningentity`)
⤶
+ Damage Position 02 (`damagepositioningentity02`)
⤶
+ Damage Position 03 (`damagepositioningentity03`)⤶
⤶
+ Damage Position 04 (`damagepositioningentity04`)
⤶
+ Constraint (`constraint`)
> Glass constraint. ⤶
**Name (`targetname`)**
>* The name that other entities refer to this entity by.
⤶
**Tags (`tags`)**⤶
>* A list of general purpose tags for this entity, for interactions with other entities such as triggers.⤶
⤶
**Glass Thickness (`glass_thickness`)**⤶
>* Thickness of the glass⤶
⤶
**Glass Material (`glass_material`)**⤶
>* Material to use for the glass.
⤶
**Glass Material When Broken (`brokenmaterial`)**⤶
>* Material to use for the glass when it's broken. if not set, the material will not change on break.
⤶
**Damage Position 01 (`damagepositioningentity`)**⤶
⤶
**Damage Position 02 (`damagepositioningentity02`)**⤶
⤶
**Damage Position 03 (`damagepositioningentity03`)**⤶
⤶
**Damage Position 04 (`damagepositioningentity04`)**⤶
⤶
**Constraint (`constraint`)**⤶
⤶
>Glass constraint. ⤶
⤶
* Glass with static edges - will not be affected by gravity (glass pieces will) and will shatter piece by piece.⤶
>**Glass with static edges** - will not be affected by gravity (glass pieces will) and will shatter piece by piece.
* Physics glass - is affected by gravity and will shatter all at the same time.
⤶
* Physics but asleep - is same as physics but will not move on spawn. ⤶
⤶
**Shadow Casting (`enable_shadows`)**⤶
> **Physics glass** - is affected by gravity and will shatter all at the same time.
⤶
⤶
> **Physics but asleep** - is same as physics but will not move on spawn. ⤶
⤶
+ Shadow Casting (`enable_shadows`)⤶
> whether this entity should cast shadows or not.⤶
>* whether this entity should cast shadows or not.