Brokentool
Based on game build 714014 | Last updated: 2026-03-04
Overview
brokentool is a lightweight prefab used exclusively to display a short, non-persistent animation when a tool breaks. It creates a temporary FX entity that mirrors the position/orientation of a target entity (via proxy GUID) and plays a one-shot animation ("used"), then automatically removes itself upon animation completion. It plays no gameplay logic role beyond visual feedback.
Usage example
This prefab is instantiated internally by the game engine (e.g., on tool break) and is not meant for direct manual instantiation by modders. The engine typically triggers it like:
TheWorld:PushEvent("ms_brokentool", { proxy = some_tool_entity })
The PlayBrokenAnim function in this file is called to create and manage the effect entity.
Dependencies & tags
Components used: None identified.
Tags: Adds FX tag to the spawned FX entity.
Properties
No public properties. This prefab is a self-contained effect generator with no modifiable state.
Main functions
PlayBrokenAnim(proxy)
- Description: Creates and configures a temporary FX entity that visually mimics the location of
proxy, plays the broken-tool animation, and self-destructs after animation ends. - Parameters:
proxy(entity) – the entity whose transform/orientation should be mirrored (typically the tool or wielder). - Returns: Nothing.
- Error states: If
proxyisnil,Transform:SetFromProxymay fail; however, the function does not validate this explicitly.
Events & listeners
- Listens to:
animover– fires when the animation completes; triggersinst.Removeto destroy the FX entity.