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Shootables

Shootable

Disable network replication

entity {
	entityDef funky_shootable_1 {
	inherit = "func/shootable";
	class = "idTrigger_TakeDamage";
	expandInheritance = false;
	poolCount = 0;
	poolGranularity = 2;
	networkReplicated = false;
	disableAIPooling = false;
	edit = {
		renderModelInfo = {
			model = "art/kit/gameplay/breakable_glow_b.lwo";
			scale = {
				x = 0.25;
				y = 0.25;
				z = 0.25;
			}
		}
		clipModelInfo = {
			type = "CLIPMODEL_BOX";
			size = {
				x = 1.5;
				y = 1.5;
				z = 1.5;
			}
		}
		spawnPosition = {
			x = -11.11;
			y = -11.11;
			z = -11.11;
		}
		spawnOrientation = {
			mat = {
				mat[0] = {
					x = 0;
					y = -1;
					z = 0;
				}
				mat[1] = {
					x = 1;
					y = 0;
					z = 0;
				}
			}
		}
		wait = 0;
		triggerOnce = true;
		triggerForAllClients = true;
		playerCanActivate = false;
		deadAiCanActivate = false;
		allowZeroDamage = true;
		soundActivated = "play_shootable_activate";
		soundReady = "play_shootable_reset";
		fxDecl = "gameplay/shootable";
		weaponDamageType = "PLAYER_WEAPON_SHOTGUN_ PLAYER_WEAPON_SHOTGUN_FULL_AUTO_ PLAYER_WEAPON_SHOTGUN_FULL_AUTO_MASTERY_ PLAYER_WEAPON_SHOTGUN_STICKY_BOMB_ PLAYER_WEAPON_DOUBLE_BARRELED_SHOTGUN_ PLAYER_WEAPON_PLASMA_ PLAYER_WEAPON_PLASMA_HEATWAVE_ PLAYER_WEAPON_PLASMA_SUPERCHARGE_ PLAYER_WEAPON_PLASMA_ICE_BOMB_ PLAYER_WEAPON_HAR_ PLAYER_WEAPON_HAR_SCOPE_ PLAYER_WEAPON_HAR_MICROMISSLE_ PLAYER_WEAPON_ROCKETLAUNCHER_ PLAYER_WEAPON_ROCKETLAUNCHER_DETONATE_ PLAYER_WEAPON_ROCKETLAUNCHER_LOCKON_ PLAYER_WEAPON_BALLISTA_ PLAYER_WEAPON_BALLISTA_ARBALEST_ PLAYER_WEAPON_BALLISTA_DESTROYER_ PLAYER_WEAPON_CHAINGUN_ PLAYER_WEAPON_CHAINGUN_TURRET_ PLAYER_WEAPON_CHAINGUN_GATLING_ PLAYER_WEAPON_MEAT_HOOK_NAPALM_ PLAYER_WEAPON_BFG_ PLAYER_WEAPON_FRAG_ PLAYER_WEAPON_FRAG_GRENADE_ PLAYER_WEAPON_FRAG_GRENADE_CLUSTER_ PLAYER_WEAPON_FLAME_BELCH_ PLAYER_WEAPON_FLAME_BELCH_NAPALM_ PLAYER_WEAPON_PISTOL_ PLAYER_WEAPON_PISTOL_HAND_CANNON_ PLAYER_WEAPON_UNMAYKR_ PLAYER_WEAPON_MICROWAVE_MOD_";
		targets = {
			num = 1;
			item[0] = "funky_shootable_1_timeline";
		}
		dormancy = {
			allowDormancy = false;
			allowPvsDormancy = false;
		}
		keepAfterTriggerOnce = true;
	}
}
}

Replication

entity {
	entityDef funky_shootable_1_timeline {
	inherit = "target/timeline";
	class = "idTarget_Timeline";
	expandInheritance = false;
	poolCount = 0;
	poolGranularity = 2;
	networkReplicated = true;
	disableAIPooling = false;
	edit = {
		flags = {
			noFlood = true;
		}
		networkSerializeTransforms = false;
		spawnPosition = {
			x = 1;
			y = 1;
			z = 1;
		}
		componentTimeLine = {
			entityEvents = {
				num = 2;
				item[0] = {
					entity = "funky_shootable_1_relay";
					events = {
						num = 1;
						item[0] = {
							eventTime = 250;
							eventCall = {
								eventDef = "activate";
								args = {
									num = 1;
									item[0] = {
										entity = "";
									}
								}
							}
						}
					}
				}
				item[1] = {
					entity = "funky_shootable_1_remove";
					events = {
						num = 1;
						item[0] = {
							eventTime = 250;
							eventCall = {
								eventDef = "activate";
								args = {
									num = 1;
									item[0] = {
										entity = "";
									}
								}
							}
						}
					}
				}
			}
		}
		allowClientsToStart = true;
		renderModelInfo = {
			scale = {
				x = 1;
				y = 1;
				z = 1;
			}
		}
	}
}
}
entity {
	entityDef funky_shootable_1_relay {
	inherit = "target/relay";
	class = "idTarget_Count";
	expandInheritance = false;
	poolCount = 0;
	poolGranularity = 2;
	networkReplicated = false;
	disableAIPooling = false;
	edit = {
		flags = {
			noFlood = true;
		}
		networkSerializeTransforms = false;
		count = 1;
		spawnPosition = {
			x = 1;
			y = 1;
			z = 1;
		}
		targets = {
			num = 1;
			item[0] = "something_to_activate";
		}
		dormancy = {
			allowPvsDormancy = false;
		}
		delay = 0;
	}
}
}
entity {
	entityDef funky_shootable_1_remove {
	inherit = "target/remove";
	class = "idTarget_Remove";
	expandInheritance = false;
	poolCount = 0;
	poolGranularity = 2;
	networkReplicated = false;
	disableAIPooling = false;
	edit = {
		flags = {
			noFlood = true;
		}
		networkSerializeTransforms = false;
		count = 1;
		spawnPosition = {
			x = 1;
			y = 1;
			z = 1;
		}
		targets = {
			num = 1;
			item[0] = "funky_shootable_1";
		}
		dormancy = {
			allowPvsDormancy = false;
		}
		delay = 0;
	}
}
}