func_brush

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This is a brush entity available in all Source games. It is a generic, parent-able replacement for func_wall, func_illusionary and func_wall_toggle.

Contents

Keyvalues

Minimum Light Level <float>
The minimum level of ambient light that hits this brush.
Solidity <choices>
Used to control the solidity/collision of these brushes.
  • 0: Toggle
  • 1: Never Solid
  • 2: Always Solid
Solid BSP <bool>
Set this if this brush is in hierarchy with a moving object of some kind, and the player can stand on this brush.
NPC class excluded from collisions <classname>
If an NPC classname (i.e. npc_zombie) is specified here, NPCs of that type won't collide with these brushes.
Invert NPC class exclusion <bool>
If set, then the excluded NPC class will consider this brush solid, and all other NPC classes will consider it non-solid.
Shadows <bool>
Configures whether this brush casts lightmap shadows.

EnableDisable:

Start Disabled <bool>
Stay dormant until activated (probably with the Enable input).

Origin:

Origin <origin>
The position of this entity's center in the world. Rotating entities typically rotate around their origin.

Shadow:

Disable shadows <bool>
Prevent the entity from creating cheap render-to-texture shadows. Does not affect shadow mapping.

Parentname:

Parent <targetname>
Specifies the targetname of this entity's movement parent. Entities with parents move with their parent.
Warning:See the warning under Counter-Strike Round Restarts before using the Parent field in CS:S.

RenderFields:

Render Mode <choices>
Set a non-standard rendering mode on this entity. See Render Modes for details.
FX Amount (0 - 255) <int>
Intensity of the selected render mode.
FX Color (R G B) <color255>
Color used by the selected render mode (if applicable).
Disable Receiving Shadows <bool>
Prevents the entity from receiving shadows. To do: RTT and/or shadow map?

RenderFXChoices:

Render FX <choices>
Several GoldSrc-era visibility modes which change the way the entity is rendered, typically by fading it in and out.

Global:

Global Entity Name <string>
Name by which this entity is linked to another entity in a different map. When the player transitions to a new map, entities in the new map with global names matching entities in the previous map will have the previous map's state copied over to them.

Targetname:

Name <string>
The targetname other entities refer to this entity by.

Flags

  • 2 : Ignore player +USE

Inputs

Alpha <int>
Sets the brush's alpha value.
SetExcluded <classname(New with Orange Box)
Change the NPC class excluded from collisions
SetInvert <bool(New with Orange Box)
Set the state of invversion for NPC class exclusion

EnableDisable:

Enable
Disable
Enable/disable this entity from performing its task. It might also disappear from view.

Shadow:

EnableShadow
DisableShadow
Control the entity's cheap render-to-texture shadow. Does not affect shadow mapping.

Parentname:

SetParent <targetname>
Move with this entity. See Entity Hierarchy (parenting).
SetParentAttachment <string>
Attach to a named attachment on the current parent. The entity will teleport so that the position of its root bone matches that of the attachment.
SetParentAttachmentMaintainOffset <string>
As above, but without teleporting. The entity retains its position relative to the attachment at the time of the input being received.
ClearParent
Removes this entity from its current movement hierarchy.

RenderFields:

Color <color255>
Set the rendercolor.
Alpha <byte>
Set the renderamt.

Targetname:

Kill
Removes this entity from the world.
KillHierarchy
Removes this entity and all its children from the world.
AddOutput <string>
Evaluates a keyvalue/output on this entity. It can be potentially very dangerous, use with care.
Format: <key> <value>
Format: <output name> <targetname>:<inputname>:<parameter>:<delay>:<max times to fire, -1 means infinite>
FireUser1 to FireUser4
Fire the OnUser outputs; see User Inputs and Outputs.

Outputs

  • Targetname:

OnUser1 to OnUser4
Fired in response to the FireUser inputs; see User Inputs and Outputs.
OnKilled (New with Left 4 Dead)
Fired when the entity is killed and removed from the game.
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