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func_explosive
This is an entity, present on Quake II, RTCW Single Player, RTCW Multiplayer and Enemy Territory. Below you can find its spawnflags, keys and editor settings for each game that defines it.
Quake II
Any brush that you want to explode or break apart. If you want an ex0plosion, set dmg and it will do a radius explosion of that amount at the center of the bursh.
If targeted it will not be shootable.
health defaults to 100.
mass defaults to 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.
Spawnflags
| Flag |
Bit |
Description |
| Trigger_Spawn |
1 |
|
| ANIMATED |
2 |
|
| ANIMATED_FAST |
4 |
|
Editor
| Property |
Value |
| Type |
brush entity |
| Color |
0 .5 .8 |
| Spawn function |
SP_func_explosive |
RTCW Single Player
Any brush that you want to explode or break apart. If you want an explosion, set dmg and it will do a radius explosion of that amount at the center of the bursh.
NOTE: if you use model2, you must have an origin brush in the explosive with the center of the origin at the origin of the model
the default sounds are:
'leaktypes': 1:oil 2:water 3:steam 4:wine 5:smoke 6:electrical
Spawnflags
| Flag |
Bit |
Description |
| START_INVIS |
1 |
|
| TOUCHABLE |
2 |
means automatic use on player contact. |
| USESHADER |
4 |
will apply the shader used on the brush model to the debris. |
| LOWGRAV |
8 |
specifies that the debris will /always/ fall slowly |
| NOBLOCKAAS |
16 |
|
| EXPLO |
32 |
only explosives can damage it rockets grendades etc |
| DYNOMITE |
64 |
only can be damaged by DY-NO-MITE! |
Keys
| Key |
Description |
| model2 |
optional md3 to draw over the solid clip brush |
| numLivingFrames |
- how many frames to loop while the ent is 'alive' (model should have two animations: living->dead. living always starts at frame '0') |
| numDeadFrames |
- how many frames to play when the ent 'dies' ('nnnFrames' parameters must go together) |
| wait |
- how long (in seconds) to leave the model after it's 'dead'. '-1' leaves forever. |
| item |
- when it explodes, pop this item out with the debirs (use QUAKED name. ex: "item_health_small") |
| dmg |
- how much radius damage should be done, defaults to 0 |
| health |
- defaults to 100. If health is set to '0' the brush will not be shootable. |
| 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" |
| mass |
- defaults to 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. |
| 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. |
| leaktype |
- leaks particles of this type |
| leakpressure |
- force the particles come out with. '0' would cause them to fall straight down |
| leaktime |
- how long it leaks before it quits |
| leakcount |
- how many holes in the entity before it no longer leaks. |
| wood |
- "sound/world/boardbreak.wav" |
| glass |
- "sound/world/glassbreak.wav" |
| metal |
- "sound/world/metalbreak.wav" |
| gibs |
- "sound/player/gibsplit1.wav" |
| brick |
- "sound/world/brickfall.wav" |
| stone |
- "sound/world/stonefall.wav" |
| fabric |
- "sound/world/metalbreak.wav" // (SA) temp |
Editor
| Property |
Value |
| Type |
brush entity |
| Color |
0 .5 .8 |
| Spawn function |
SP_func_explosive |
RTCW Multiplayer
Any brush that you want to explode or break apart. If you want an explosion, set dmg and it will do a radius explosion of that amount at the center of the bursh.
the default sounds are:
Spawnflags
| Flag |
Bit |
Description |
| START_INVIS |
1 |
|
| TOUCHABLE |
2 |
means automatic use on player contact. |
| USESHADER |
4 |
will apply the shader used on the brush model to the debris. |
| LOWGRAV |
8 |
specifies that the debris will /always/ fall slowly |
| NOBLOCKAAS |
16 |
|
| EXPLO |
32 |
only explosives can damage it rockets grendades etc |
| DYNOMITE |
64 |
only can be damaged by DY-NO-MITE! |
Keys
| Key |
Description |
| item |
- when it explodes, pop this item out with the debirs (use QUAKED name. ex: "item_health_small") |
| dmg |
- how much radius damage should be done, defaults to 0 |
| health |
- defaults to 100. If health is set to '0' the brush will not be shootable. |
| 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" |
| mass |
- defaults to 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. |
| 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. |
| wood |
- "sound/world/boardbreak.wav" |
| glass |
- "sound/world/glassbreak.wav" |
| metal |
- "sound/world/metalbreak.wav" |
| gibs |
- "sound/player/gibsplit1.wav" |
| brick |
- "sound/world/brickfall.wav" |
| stone |
- "sound/world/stonefall.wav" |
| fabric |
- "sound/world/metalbreak.wav" // (SA) temp |
Editor
| Property |
Value |
| Type |
brush entity |
| Color |
0 .5 .8 |
| Spawn function |
SP_func_explosive |
Enemy Territory
Any brush that you want to explode or break apart. If you want an explosion, set dmg and it will do a radius explosion of that amount at the center of the bursh.
the default sounds are:
Spawnflags
| Flag |
Bit |
Description |
| START_INVIS |
1 |
|
| TOUCHABLE |
2 |
means automatic use on player contact. |
| USESHADER |
4 |
will apply the shader used on the brush model to the debris. |
| LOWGRAV |
8 |
specifies that the debris will /always/ fall slowly |
| NOBLOCKAAS |
16 |
|
| TANK |
32 |
|
Keys
| Key |
Description |
| item |
- when it explodes, pop this item out with the debirs (use QUAKED name. ex: "item_health_small") |
| dmg |
- how much radius damage should be done, defaults to 0 |
| health |
- defaults to 100. If health is set to '0' the brush will not be shootable. |
| 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" |
| mass |
- defaults to 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. |
| 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. |
| wood |
- "sound/world/boardbreak.wav" |
| glass |
- "sound/world/glassbreak_01.wav" |
| metal |
- "sound/world/metalbreak.wav" |
| gibs |
- "sound/player/gibsplit1.wav" |
| brick |
- "sound/world/debris1.wav" |
| stone |
- "sound/world/stonefall.wav" |
| fabric |
- "sound/world/metalbreak.wav" // (SA) temp |
| fxdensity |
size of explosion 1 - 100 (default is 10) |
Editor
| Property |
Value |
| Type |
brush entity |
| Color |
0 .5 .8 |
| Spawn function |
SP_func_explosive |

Last changed Sep 21, 2026
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IRC: #func_arena @ irc.libera.chat
Discord: Map-Center
41 fraggers right now. Be nice to others.
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