Functions/TakeDamage



Create events based on player and world damage.

Default behaviour is to detect splash damage within the sphere of Radius. It will fire a Damage output on Take Damage Threshold being reached and a Death output on Total Health being reached.

Parent a brush to TakeDamage for the brush and all of its faces to be damage detectors. It will use the same pool of Damage and Health totals for brush and splash damage.

Inspector Settings


If this is unset, you must deal a large enough damage in one hit to trigger the Take Damage Threshold value for that output to fire.
 * Radius - The area around TakeDamage where splash damage (rockets, explosions) will be detected.
 * Take Damage Threshold - The amount of damage received before a EditorOutputDamage.png Damage output signal is fired.
 * Accumulate Take Damage Threshold - If set, sequentially add damage values until Take Damage Threshold is reached, then reset to 0. If not set, reset Damage to zero after each damage.
 * Total Health - The amount of damage received before a EditorOutputDeath.png Death output signal is fired. After death, no more damage is registered by TakeDamage.
 * Is On - Start the level enabled.


 * Required Key - Require key to interact with button. HUD will automatically display required key after interacting.
 * Weapon Filter - Allows/ disallows selected weapons to damage it.