Revision Difference
func_shatterglass#548327
<title>func_shatterglass</title>⤶
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# func_shatterglass⤶
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A procedurally shattering glass panel.⤶
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`This entity requires a mesh to function`⤶
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In code, it is defined in the `ShatterGlass.cs` file under `addons\base\code\Entity\Experimental\Glass`.⤶
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## Usage ⤶
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Create a quad, reszize it to your desired size then press <key>CTRL</key> + <key>T</key> to turn it into an entity and then set its class to `func_shatterglass` ⤶
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<note>func_shatterglass only works as a quad.</note>⤶
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## Keyvalues⤶
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**Name (`targetname`)** ⤶
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>* The name that other entities refer to this entity by.⤶
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**Tags (`tags`)**⤶
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>* A list of general purpose tags for this entity, for interactions with other entities such as triggers.⤶
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**Glass Thickness (`glass_thickness`)**⤶
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>* Thickness of the glass⤶
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**Glass Material (`glass_material`)**⤶
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>* Material to use for the glass.⤶
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**Glass Material When Broken (`brokenmaterial`)**⤶
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>* Material to use for the glass when it's broken. if not set, the material will not change on break.⤶
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**Damage Position 01 (`damagepositioningentity`)**⤶
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**Damage Position 02 (`damagepositioningentity02`)**⤶
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**Damage Position 03 (`damagepositioningentity03`)**⤶
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**Damage Position 04 (`damagepositioningentity04`)**⤶
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**Constraint (`constraint`)**⤶
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>Glass constraint. ⤶
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* Glass with static edges - will not be affected by gravity (glass pieces will) and will shatter piece by piece.⤶
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* Physics glass - is affected by gravity and will shatter all at the same time. ⤶
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* Physics but asleep - is same as physics but will not move on spawn. ⤶
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**Shadow Casting (`enable_shadows`)**⤶
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>* whether this entity should cast shadows or not.⤶
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