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func_shatterglass#547337

<title>func_shatterglass</title> # func_shatterglass A procedurally shattering glass panel. `This entity requires a mesh to function` ⤶ ## Code Path⤶ ⤶ Entity Code : `addons\base\code\Entity\Experimental\Glass\ShatterGlass.cs`⤶ ⤶ ⤶ ## Keyvalues⤶ ⤶ In code, it is defined in the `ShatterGlass.cs` file under `addons\base\code\Entity\Experimental\Glass`.⤶ ⤶ ## 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. * 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`)** >* whether this entity should cast shadows or not.