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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.