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Wiki » Reference » func_ entities » func_explosive
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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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