Enemy Territory

Entities

func_explosive
Keys
dmg
How much radius damage should be done, defaults to 0
health
Default 100. If health is set to '0' the brush will not be shootable.
mass
Default 75. This determines how much debris is emitted when it explodes. You get one large chunk per 100 of mass (up to 8) and one small chunk per 25 of mass (up to 16). So 800 gives the most.
model2
optional md3 to draw over the solid clip brush. It will attach itself to the origin brush.
noise
Sound to play when triggered. The explosive will default to a sound that matches it's 'type'. Use the sound name "nosound" (case in-sensitive) if you want it silent.
scriptname
Script whose death is triggered when the object is destroyed
target
(If you see doubled target keys, this was done for future coding reasons)
targetname
(If you see doubled targetname keys, this was done for future coding reasons)
targetname
If set, no touch field will be spawned and a remote button or trigger field triggers the explosion.
type
Type of debris ("glass", "wood", "metal", "gibs", "brick", "rock", "fabric") default is "wood"
wait
How long (in seconds) to leave the model after it's 'dead'. '-1' leaves forever.
_castshadows;_cs
Allows per-entity control over shadow casting. Defaults to 0 on entities, 1 on world. 0 = no shadow casting. 1 = cast shadows on world. > 1 = cast shadows on entities with _rs (or _receiveshadows) with the corresponding value, AND world. Negative values imply same, but DO NOT cast shadows on world.
_celshader
Sets the cel shader used for this geometry. Note: omit the "textures/" prefix.
_lightmapscale
Floating point value scaling the resolution of lightmaps on brushes/patches in this entity (default 1.0).
_receiveshadows;_rs
Allows per-entity control over shadow reception. Defaults to 1 on everything (world shadows). 0 = receives NO shadows. > 1 = receive shadows only from corresponding keyed entities (see above) and world. < 1 = receive shadows ONLY from corresponding keyed entities.
_targetname
Used to attach a misc_model entity to this entity.
Spawnflags
LOWGRAV
specifies that the debris will /always/ fall slowly
START_INVIS
Must be triggered before it will show in the world
TANK
Will show as a tank on a command map if linked to by a trigger_objective_info
TOUCHABLE
Means automatic use on player contact
USESHADER
will apply the shader used on the brush model to the debri
If you use model2, you must have an origin brush in the explosive with the center of the brush where you want the origin of the model to be.
If you want an explosion, set dmg and it will do a radius explosion of that amount from the center of the brush.

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