func_shatterglass
- Half-Life: Alyx
- Dota 2
- Steam VR
Mesh Entity
A procedurally-shattering glass panel.
Keyvalues
-
Disable shadows (
disableshadows
) <Boolean
> -
Start Disabled (
StartDisabled
) <Boolean
> -
Global Entity Name (
globalname
) <String
>
Name by which this entity is linked to another entity in a different map. When the player transitions to a new map, entities in the new map with globalnames matching entities in the previous map will have the previous map's state copied over their state. -
Parent (
parentname
) <TargetDestination
>
The name of this entity's parent in the movement hierarchy. Entities with parents move with their parent. -
Parent Model Bone/Attachment Name (
parentAttachmentName
) <ParentAttachment
>
The name of the bone or attachment to attach to on the entity's parent in the movement hierarchy. Use !bonemerge to use bone-merge style attachment. -
Model Attachment position offset (
local.origin
) <Vector
>
Offset in the local space of the parent model's attachment/bone to use in hierarchy. Not used if you are not using parent attachment. -
Model Attachment angular offset (
local.angles
) <Angle
>
Angular offset in the local space of the parent model's attachment/bone to use in hierarchy. Not used if you are not using parent attachment. -
Model Attachment scale (
local.scales
) <Vector
>
Scale in the local space of the parent model's attachment/bone to use in hierarchy. Not used if you are not using parent attachment. -
Use Model Attachment Offset (
useLocalOffset
) <Boolean
>
Whether to respect the specified local offset when doing the initial hierarchical attachment to its parent. -
Entity Scripts (
vscripts
) <ScriptList
>
Name(s) of script files that are executed after all entities have spawned. -
Name (
targetname
) <TargetSource
>
The name that other entities refer to this entity by. -
Nav Ignore (
GlassNavIgnore
) <Boolean
>
Nav Ignore -
Thickness (
GlassThickness
) <Float
> -
Is in a frame (
GlassInFrame
) <Boolean
>
In in a frame -
Spawn Invulnerability (
SpawnInvulnerability
) <Float
> -
Start Broken (
StartBroken
) <Boolean
>
Spawn in a broken state -
Start Break Shardless (
BreakShardless
) <Boolean
>
If starting broken, have no shards -
Damage Type (
DamageType
) <Choices
>- Bullet
- Melee
- Thrown
- Script
- Explosive
-
Damage Position 01 (
DamagePositioningEntity
) <TargetDestination
>
If set, this helper position is used for Hit input damage. -
Damage Position 02 (
DamagePositioningEntity02
) <TargetDestination
>
If set, this helper position is used for Hit input damage. -
Damage Position 03 (
DamagePositioningEntity03
) <TargetDestination
>
If set, this helper position is used for Hit input damage. -
Damage Position 04 (
DamagePositioningEntity04
) <TargetDestination
>
If set, this helper position is used for Hit input damage. -
Surface Type (
surface_type
) <Choices
>- Glass
- Concrete
-
Light Group (
lightgroup
) <String
>
Will only be lit by lights affecting this group.
Inputs
-
DisableShadow <
Void
>
Turn shadow off. -
EnableShadow <
Void
>
Turn shadow on. -
Enable <
Void
>
Enable this entity. -
Disable <
Void
>
Disable this entity. -
SetParent <
TargetDestination
>
Changes the entity's parent in the movement hierarchy. -
SetParentAttachment <
String
>
Change this entity to attach to a specific attachment point on its parent. Entities must be parented before being sent this input. The parameter passed in should be the name of the attachment. -
SetParentAttachmentMaintainOffset <
String
>
Change this entity to attach to a specific attachment point on it's parent. Entities must be parented before being sent this input. The parameter passed in should be the name of the attachment. The entity will maintain it's position relative to the parent at the time it is attached. -
ClearParent <
Void
>
Removes this entity from the the movement hierarchy, leaving it free to move independently. -
RunScriptFile <
String
>
Load and execute a script file -
RunScriptCode <
String
>
Execute a fragment of script code -
CallScriptFunction <
String
>
Call a script function -
CallPrivateScriptFunction <
String
>
Calls a script function from this entity's private script scope. -
CallGlobalScriptFunction <
String
>
Calls a script function in the global script scope. -
Kill <
Void
>
Removes this entity from the world. -
KillHierarchy <
Void
>
Removes this entity and all its children from the world. -
AddOutput <
String
>
Adds an entity I/O connection to this entity. Parameter format: outputname>targetname>inputname>parameter>delay>max times to fire (-1 == infinite). Very dangerous, use with care. -
FireUser1 <
Void
>
Causes this entity's OnUser1 output to be fired. -
FireUser2 <
Void
>
Causes this entity's OnUser2 output to be fired. -
FireUser3 <
Void
>
Causes this entity's OnUser3 output to be fired. -
FireUser4 <
Void
>
Causes this entity's OnUser4 output to be fired. -
Hit <
Void
>
Damages the panel -
Shatter <
Void
>
Completely breaks the panel -
Restore <
Void
>
Restore the panel
Outputs
-
OnUser1 <
Void
>
Fired in response to FireUser1 input. -
OnUser2 <
Void
>
Fired in response to FireUser2 input. -
OnUser3 <
Void
>
Fired in response to FireUser3 input. -
OnUser4 <
Void
>
Fired in response to FireUser4 input. -
OnKilled <
Void
>
Fired when the entity is killed and removed from the game. -
OnBroken <
Void
>
Fires when the panel first breaks.
Mesh Entity
A procedurally-shattering glass panel.
Keyvalues
-
Cast Shadows (
disableshadows
) <Choices
>
Used to disable shadow casting from this entity.- Enabled
- No Shadows
- Only Realtime Shadows
- Only Baked Shadows
-
Start Disabled (
StartDisabled
) <Boolean
> -
Global Entity Name (
globalname
) <String
>
Name by which this entity is linked to another entity in a different map. When the player transitions to a new map, entities in the new map with globalnames matching entities in the previous map will have the previous map's state copied over their state. -
Parent (
parentname
) <TargetDestination
>
The name of this entity's parent in the movement hierarchy. Entities with parents move with their parent. -
Parent Bone/Attachment Name (
parentAttachmentName
) <ParentAttachment
>
The name of the bone or attachment to attach to on the entity's parent in the movement hierarchy. Use !bonemerge to use bone-merge style attachment. NOTE: If this is specified the Hammer transform will be disregarded, even if 'Use Local Transform' is NOT specified (in that case local transform will be identity) -
Use Local Transform (
useLocalOffset
) <Boolean
>
Whether to respect the specified local offset when doing the initial hierarchical attachment to its parent. -
Local Origin (
local.origin
) <Vector
>
Offset in the local space of the parent model's attachment/bone to use in hierarchy. Not used if you are not using parent attachment. -
Local Angles (
local.angles
) <Angle
>
Angular offset in the local space of the parent model's attachment/bone to use in hierarchy. Not used if you are not using parent attachment. -
Local Scale (
local.scales
) <Vector
>
Scale in the local space of the parent model's attachment/bone to use in hierarchy. Not used if you are not using parent attachment. -
Entity Scripts (
vscripts
) <ScriptList
>
Name(s) of script files that are executed after all entities have spawned. -
Name (
targetname
) <TargetSource
>
The name that other entities refer to this entity by. -
Nav Ignore (
GlassNavIgnore
) <Boolean
>
Nav Ignore -
Thickness (
GlassThickness
) <Float
> -
Is in a frame (
GlassInFrame
) <Boolean
>
Is in a frame -
Spawn Invulnerability (
SpawnInvulnerability
) <Float
> -
Start Broken (
StartBroken
) <Boolean
>
Spawn in a broken state -
Start Break Shardless (
BreakShardless
) <Boolean
>
If starting broken, have no shards -
Damage Type (
DamageType
) <Choices
>- Bullet
- Melee
- Thrown
- Script
- Explosive
-
Damage Position 01 (
DamagePositioningEntity
) <TargetDestination
>
If set, this helper position is used for Hit input damage. -
Damage Position 02 (
DamagePositioningEntity02
) <TargetDestination
>
If set, this helper position is used for Hit input damage. -
Damage Position 03 (
DamagePositioningEntity03
) <TargetDestination
>
If set, this helper position is used for Hit input damage. -
Damage Position 04 (
DamagePositioningEntity04
) <TargetDestination
>
If set, this helper position is used for Hit input damage. -
Damaged Material (
DamagedMaterial
) <Material
>
Material to swap to when damaged (optional)
Inputs
-
DisableShadow <
Void
>
Turn shadow off. -
EnableShadow <
Void
>
Turn shadow on. -
Enable <
Void
>
Enable this entity. -
Disable <
Void
>
Disable this entity. -
SetParent <
TargetDestination
>
Changes the entity's parent in the movement hierarchy. -
SetParentAttachment <
String
>
Change this entity to attach to a specific attachment point on its parent. Entities must be parented before being sent this input. The parameter passed in should be the name of the attachment. -
SetParentAttachmentMaintainOffset <
String
>
Change this entity to attach to a specific attachment point on it's parent. Entities must be parented before being sent this input. The parameter passed in should be the name of the attachment. The entity will maintain it's position relative to the parent at the time it is attached. -
ClearParent <
Void
>
Removes this entity from the the movement hierarchy, leaving it free to move independently. -
FollowEntity <
String
>
Bone merges this entity to a parent entity. Call again passing nothing to end the bone merge. -
RunScriptFile <
String
>
Load and execute a script file -
RunScriptCode <
String
>
Execute a fragment of script code -
CallScriptFunction <
String
>
Call a script function -
CallPrivateScriptFunction <
String
>
Calls a script function from this entity's private script scope. -
CallGlobalScriptFunction <
String
>
Calls a script function in the global script scope. -
Kill <
Void
>
Removes this entity from the world. -
KillHierarchy <
Void
>
Removes this entity and all its children from the world. -
KillConstrained <
Void
>
Removes this entity, all its children, and anything constrained to it, from the world. -
AddOutput <
String
>
Adds an entity I/O connection to this entity. Parameter format: outputname>targetname>inputname>parameter>delay>max times to fire (-1 == infinite). Very dangerous, use with care. -
FireUser1 <
Void
>
Causes this entity's OnUser1 output to be fired. -
FireUser2 <
Void
>
Causes this entity's OnUser2 output to be fired. -
FireUser3 <
Void
>
Causes this entity's OnUser3 output to be fired. -
FireUser4 <
Void
>
Causes this entity's OnUser4 output to be fired. -
Hit <
Void
>
Damages the panel -
Shatter <
Void
>
Completely breaks the panel -
Restore <
Void
>
Restore the panel
Outputs
-
OnUser1 <
Void
>
Fired in response to FireUser1 input. -
OnUser2 <
Void
>
Fired in response to FireUser2 input. -
OnUser3 <
Void
>
Fired in response to FireUser3 input. -
OnUser4 <
Void
>
Fired in response to FireUser4 input. -
OnKilled <
Void
>
Fired when the entity is killed and removed from the game. Parameter is the inflictor. -
OnBroken <
Void
>
Fires when the panel first breaks.
Mesh Entity
A procedurally-shattering glass panel.
Keyvalues
-
Disable shadows (
disableshadows
) <Boolean
> -
Start Disabled (
StartDisabled
) <Boolean
> -
Global Entity Name (
globalname
) <String
>
Name by which this entity is linked to another entity in a different map. When the player transitions to a new map, entities in the new map with globalnames matching entities in the previous map will have the previous map's state copied over their state. -
Parent (
parentname
) <TargetDestination
>
The name of this entity's parent in the movement hierarchy. Entities with parents move with their parent. -
Parent Model Bone/Attachment Name (
parentAttachmentName
) <ParentAttachment
>
The name of the bone or attachment to attach to on the entity's parent in the movement hierarchy. Use !bonemerge to use bone-merge style attachment. -
Model Attachment position offset (
local.origin
) <Vector
>
Offset in the local space of the parent model's attachment/bone to use in hierarchy. Not used if you are not using parent attachment. -
Model Attachment angular offset (
local.angles
) <Angle
>
Angular offset in the local space of the parent model's attachment/bone to use in hierarchy. Not used if you are not using parent attachment. -
Model Attachment scale (
local.scales
) <Vector
>
Scale in the local space of the parent model's attachment/bone to use in hierarchy. Not used if you are not using parent attachment. -
Use Model Attachment Offset (
useLocalOffset
) <Boolean
>
Whether to respect the specified local offset when doing the initial hierarchical attachment to its parent. -
Entity Scripts (
vscripts
) <ScriptList
>
Name(s) of script files that are executed after all entities have spawned. -
Name (
targetname
) <TargetSource
>
The name that other entities refer to this entity by. -
Nav Ignore (
GlassNavIgnore
) <Boolean
>
Nav Ignore -
Thickness (
GlassThickness
) <Float
> -
Is in a frame (
GlassInFrame
) <Boolean
>
In in a frame -
Spawn Invulnerability (
SpawnInvulnerability
) <Float
> -
Start Broken (
StartBroken
) <Boolean
>
Spawn in a broken state -
Start Break Shardless (
BreakShardless
) <Boolean
>
If starting broken, have no shards -
Damage Type (
DamageType
) <Choices
>- Bullet
- Melee
- Thrown
- Script
- Explosive
-
Damage Position 01 (
DamagePositioningEntity
) <TargetDestination
>
If set, this helper position is used for Hit input damage. -
Damage Position 02 (
DamagePositioningEntity02
) <TargetDestination
>
If set, this helper position is used for Hit input damage. -
Damage Position 03 (
DamagePositioningEntity03
) <TargetDestination
>
If set, this helper position is used for Hit input damage. -
Damage Position 04 (
DamagePositioningEntity04
) <TargetDestination
>
If set, this helper position is used for Hit input damage. -
Surface Type (
surface_type
) <Choices
>- Glass
- Concrete
-
Light Group (
lightgroup
) <String
>
Will only be lit by lights affecting this group.
Inputs
-
DisableShadow <
Void
>
Turn shadow off. -
EnableShadow <
Void
>
Turn shadow on. -
Enable <
Void
>
Enable this entity. -
Disable <
Void
>
Disable this entity. -
SetParent <
TargetDestination
>
Changes the entity's parent in the movement hierarchy. -
SetParentAttachment <
String
>
Change this entity to attach to a specific attachment point on its parent. Entities must be parented before being sent this input. The parameter passed in should be the name of the attachment. -
SetParentAttachmentMaintainOffset <
String
>
Change this entity to attach to a specific attachment point on it's parent. Entities must be parented before being sent this input. The parameter passed in should be the name of the attachment. The entity will maintain it's position relative to the parent at the time it is attached. -
ClearParent <
Void
>
Removes this entity from the the movement hierarchy, leaving it free to move independently. -
RunScriptFile <
String
>
Load and execute a script file -
RunScriptCode <
String
>
Execute a fragment of script code -
CallScriptFunction <
String
>
Call a script function -
CallPrivateScriptFunction <
String
>
Calls a script function from this entity's private script scope. -
CallGlobalScriptFunction <
String
>
Calls a script function in the global script scope. -
Kill <
Void
>
Removes this entity from the world. -
KillHierarchy <
Void
>
Removes this entity and all its children from the world. -
AddOutput <
String
>
Adds an entity I/O connection to this entity. Parameter format: outputname>targetname>inputname>parameter>delay>max times to fire (-1 == infinite). Very dangerous, use with care. -
FireUser1 <
Void
>
Causes this entity's OnUser1 output to be fired. -
FireUser2 <
Void
>
Causes this entity's OnUser2 output to be fired. -
FireUser3 <
Void
>
Causes this entity's OnUser3 output to be fired. -
FireUser4 <
Void
>
Causes this entity's OnUser4 output to be fired. -
Hit <
Void
>
Damages the panel -
Shatter <
Void
>
Completely breaks the panel -
Restore <
Void
>
Restore the panel
Outputs
-
OnUser1 <
Void
>
Fired in response to FireUser1 input. -
OnUser2 <
Void
>
Fired in response to FireUser2 input. -
OnUser3 <
Void
>
Fired in response to FireUser3 input. -
OnUser4 <
Void
>
Fired in response to FireUser4 input. -
OnKilled <
Void
>
Fired when the entity is killed and removed from the game. -
OnBroken <
Void
>
Fires when the panel first breaks.