<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
	<id>https://developer.vellocetsoftware.com/index.php?action=history&amp;feed=atom&amp;title=Grimwar%2FEntities%2Ffunc_damageable</id>
	<title>Grimwar/Entities/func damageable - Revision history</title>
	<link rel="self" type="application/atom+xml" href="https://developer.vellocetsoftware.com/index.php?action=history&amp;feed=atom&amp;title=Grimwar%2FEntities%2Ffunc_damageable"/>
	<link rel="alternate" type="text/html" href="https://developer.vellocetsoftware.com/w/index.php?title=Grimwar/Entities/func_damageable&amp;action=history"/>
	<updated>2026-10-21T20:39:07Z</updated>
	<subtitle>Revision history for this page on the wiki</subtitle>
	<generator>MediaWiki 1.43.9</generator>
	<entry>
		<id>https://developer.vellocetsoftware.com/w/index.php?title=Grimwar/Entities/func_damageable&amp;diff=223&amp;oldid=prev</id>
		<title>DocumentationBot: Version 1</title>
		<link rel="alternate" type="text/html" href="https://developer.vellocetsoftware.com/w/index.php?title=Grimwar/Entities/func_damageable&amp;diff=223&amp;oldid=prev"/>
		<updated>2026-10-01T04:13:05Z</updated>

		<summary type="html">&lt;p&gt;Version 1&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;{{GameNav}}&lt;br /&gt;
&lt;br /&gt;
[[Grimwar/Entities|All entities]]&lt;br /&gt;
&lt;br /&gt;
{{Entity icon|func_damageable|section}}&lt;br /&gt;
&lt;br /&gt;
Give owned geometry health and a reversible broken state.&lt;br /&gt;
&lt;br /&gt;
Placement: Geometry owned by the entity.&lt;br /&gt;
&lt;br /&gt;
== Set it up ==&lt;br /&gt;
&lt;br /&gt;
Place the geometry beneath the entity. Hide And Disable Collision removes its owned presentation while broken; State Only lets your script control the presentation. damage and heal use maximum health when the amount is omitted or invalid. break can be reversed with reset; kill permanently removes the entity for this map load. A disabled damageable ignores gameplay damage but still accepts reset, heal, and break.&lt;br /&gt;
&lt;br /&gt;
== Settings ==&lt;br /&gt;
&lt;br /&gt;
These are the initial authoring values. Script inputs and runtime state are listed separately below.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Setting !! Default !! Meaning and choices&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;max_health&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;Max Health || &amp;lt;code&amp;gt;100&amp;lt;/code&amp;gt; || Maximum health before the damageable enters its broken state. Minimum: &amp;lt;code&amp;gt;1&amp;lt;/code&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;start_disabled&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;Start Disabled || &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; || If true, the damageable starts operationally disabled and ignores gameplay damage.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;starts_broken&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;Starts Broken || &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; || If true, the breakable starts broken (health = 0).&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;break_presentation&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;Break Presentation || Hide And Disable Collision (&amp;lt;code&amp;gt;0&amp;lt;/code&amp;gt;) || Default behavior hides owned renderers and disables owned colliders while broken. State Only keeps the authored presentation and collision unchanged. Choices: Hide And Disable Collision (&amp;lt;code&amp;gt;0&amp;lt;/code&amp;gt;), State Only (&amp;lt;code&amp;gt;1&amp;lt;/code&amp;gt;).&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;min_damage&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;Min Damage || &amp;lt;code&amp;gt;0&amp;lt;/code&amp;gt; || Ignore individual damage events below this threshold. Minimum: &amp;lt;code&amp;gt;0&amp;lt;/code&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;reset_delay_seconds&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;Reset Delay Seconds || &amp;lt;code&amp;gt;-1&amp;lt;/code&amp;gt; || Seconds before restoring to full health after breaking. -1 = never auto-reset. Minimum: &amp;lt;code&amp;gt;-1&amp;lt;/code&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;allowed_teams&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;Allowed Teams || None (&amp;lt;code&amp;gt;0&amp;lt;/code&amp;gt;) || Optional team filter. None means any team can damage it. Supports multiple teams via flags. Choices: None (&amp;lt;code&amp;gt;0&amp;lt;/code&amp;gt;), Spectate (&amp;lt;code&amp;gt;1&amp;lt;/code&amp;gt;), Order (&amp;lt;code&amp;gt;2&amp;lt;/code&amp;gt;), Union (&amp;lt;code&amp;gt;4&amp;lt;/code&amp;gt;), All (&amp;lt;code&amp;gt;7&amp;lt;/code&amp;gt;).&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;ignore_nav_mesh&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;Ignore Nav Mesh || &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; || Exclude this entity from navigation-mesh building. This does not disable its gameplay collision.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== VSig contract ==&lt;br /&gt;
&lt;br /&gt;
Use the names below with a ref bound to this entity. The value column describes the catalog value type, not a C# method signature. See [[Grimwar/Entities#Read the reference|Read the reference]] for arguments, authority, and common controls.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Kind !! Member !! Value !! Authority / access&lt;br /&gt;
|-&lt;br /&gt;
| Input || &amp;lt;code&amp;gt;break&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;string&amp;lt;/code&amp;gt; || Server&lt;br /&gt;
|-&lt;br /&gt;
| Input || &amp;lt;code&amp;gt;damage&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;string&amp;lt;/code&amp;gt; || Server&lt;br /&gt;
|-&lt;br /&gt;
| Input || &amp;lt;code&amp;gt;disable&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;none&amp;lt;/code&amp;gt; || Server&lt;br /&gt;
|-&lt;br /&gt;
| Input || &amp;lt;code&amp;gt;enable&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;none&amp;lt;/code&amp;gt; || Server&lt;br /&gt;
|-&lt;br /&gt;
| Input || &amp;lt;code&amp;gt;heal&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;string&amp;lt;/code&amp;gt; || Server&lt;br /&gt;
|-&lt;br /&gt;
| Input || &amp;lt;code&amp;gt;kill&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;none&amp;lt;/code&amp;gt; || Server&lt;br /&gt;
|-&lt;br /&gt;
| Input || &amp;lt;code&amp;gt;reset&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;string&amp;lt;/code&amp;gt; || Server&lt;br /&gt;
|-&lt;br /&gt;
| Input || &amp;lt;code&amp;gt;toggle&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;none&amp;lt;/code&amp;gt; || Server&lt;br /&gt;
|-&lt;br /&gt;
| Output || &amp;lt;code&amp;gt;break&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;string&amp;lt;/code&amp;gt; || Server&lt;br /&gt;
|-&lt;br /&gt;
| Output || &amp;lt;code&amp;gt;damaged&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;string&amp;lt;/code&amp;gt; || Server&lt;br /&gt;
|-&lt;br /&gt;
| Output || &amp;lt;code&amp;gt;disabled&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;none&amp;lt;/code&amp;gt; || Server&lt;br /&gt;
|-&lt;br /&gt;
| Output || &amp;lt;code&amp;gt;enabled&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;none&amp;lt;/code&amp;gt; || Server&lt;br /&gt;
|-&lt;br /&gt;
| Output || &amp;lt;code&amp;gt;healed&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;string&amp;lt;/code&amp;gt; || Server&lt;br /&gt;
|-&lt;br /&gt;
| Output || &amp;lt;code&amp;gt;health_changed&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;float&amp;lt;/code&amp;gt; || Server&lt;br /&gt;
|-&lt;br /&gt;
| Output || &amp;lt;code&amp;gt;killed&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;none&amp;lt;/code&amp;gt; || Server&lt;br /&gt;
|-&lt;br /&gt;
| Output || &amp;lt;code&amp;gt;reset&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;string&amp;lt;/code&amp;gt; || Server&lt;br /&gt;
|-&lt;br /&gt;
| Property || &amp;lt;code&amp;gt;health&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;float&amp;lt;/code&amp;gt; || Server; read only&lt;br /&gt;
|-&lt;br /&gt;
| Property || &amp;lt;code&amp;gt;is_broken&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;bool&amp;lt;/code&amp;gt; || Server; read only&lt;br /&gt;
|-&lt;br /&gt;
| Property || &amp;lt;code&amp;gt;is_enabled&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;bool&amp;lt;/code&amp;gt; || Server; read only&lt;br /&gt;
|-&lt;br /&gt;
| Property || &amp;lt;code&amp;gt;max_health&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;float&amp;lt;/code&amp;gt; || Server; read only&lt;br /&gt;
|-&lt;br /&gt;
| State || &amp;lt;code&amp;gt;state&amp;lt;/code&amp;gt; || &amp;lt;code&amp;gt;DamageableEntityState&amp;lt;/code&amp;gt; || Server; read/write&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Capture &amp;lt;code&amp;gt;ref.state&amp;lt;/code&amp;gt; from one matching entity and use &amp;lt;code&amp;gt;ref.restore(saved_state)&amp;lt;/code&amp;gt; to restore a compatible snapshot.&lt;br /&gt;
&lt;br /&gt;
This entity supports operational enable/disable. Repeating the current state does not emit another transition. &amp;lt;code&amp;gt;kill&amp;lt;/code&amp;gt; is permanent for this map load.&lt;br /&gt;
&lt;br /&gt;
[[Category:Grimwar entities]]&lt;/div&gt;</summary>
		<author><name>DocumentationBot</name></author>
	</entry>
</feed>