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func_shatterglass#548327

<title>func_shatterglass</title>⤶ ⤶ ⤶ # func_shatterglass⤶ ⤶ A procedurally shattering glass panel.⤶ ⤶ `This entity requires a mesh to function`⤶ ⤶ In code, it is defined in the `ShatterGlass.cs` file under `addons\base\code\Entity\Experimental\Glass`.⤶ ⤶ ## Usage ⤶ ⤶ 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` ⤶ ⤶ <note>func_shatterglass only works as a quad.</note>⤶ ⤶ ⤶ ## 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.⤶ ⤶