Grimwar/Entities/func damageable
Give owned geometry health and a reversible broken state.
Placement: Geometry owned by the entity.
Set it up
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.
Settings
These are the initial authoring values. Script inputs and runtime state are listed separately below.
| Setting | Default | Meaning and choices |
|---|---|---|
max_healthMax Health |
100 |
Maximum health before the damageable enters its broken state. Minimum: 1.
|
start_disabledStart Disabled |
false |
If true, the damageable starts operationally disabled and ignores gameplay damage. |
starts_brokenStarts Broken |
false |
If true, the breakable starts broken (health = 0). |
break_presentationBreak Presentation |
Hide And Disable Collision (0) |
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 (0), State Only (1).
|
min_damageMin Damage |
0 |
Ignore individual damage events below this threshold. Minimum: 0.
|
reset_delay_secondsReset Delay Seconds |
-1 |
Seconds before restoring to full health after breaking. -1 = never auto-reset. Minimum: -1.
|
allowed_teamsAllowed Teams |
None (0) |
Optional team filter. None means any team can damage it. Supports multiple teams via flags. Choices: None (0), Spectate (1), Order (2), Union (4), All (7).
|
ignore_nav_meshIgnore Nav Mesh |
true |
Exclude this entity from navigation-mesh building. This does not disable its gameplay collision. |
VSig contract
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 Read the reference for arguments, authority, and common controls.
| Kind | Member | Value | Authority / access |
|---|---|---|---|
| Input | break |
string |
Server |
| Input | damage |
string |
Server |
| Input | disable |
none |
Server |
| Input | enable |
none |
Server |
| Input | heal |
string |
Server |
| Input | kill |
none |
Server |
| Input | reset |
string |
Server |
| Input | toggle |
none |
Server |
| Output | break |
string |
Server |
| Output | damaged |
string |
Server |
| Output | disabled |
none |
Server |
| Output | enabled |
none |
Server |
| Output | healed |
string |
Server |
| Output | health_changed |
float |
Server |
| Output | killed |
none |
Server |
| Output | reset |
string |
Server |
| Property | health |
float |
Server; read only |
| Property | is_broken |
bool |
Server; read only |
| Property | is_enabled |
bool |
Server; read only |
| Property | max_health |
float |
Server; read only |
| State | state |
DamageableEntityState |
Server; read/write |
Capture ref.state from one matching entity and use ref.restore(saved_state) to restore a compatible snapshot.
This entity supports operational enable/disable. Repeating the current state does not emit another transition. kill is permanent for this map load.