func_illusionary
func_illusionary
is a brush entity available in all GoldSrc games. It's a brush entity that has no collision.
Key Values
Targetname:
- Name
(targetname)
<targetname> - The targetname that other entities refer to this entity by.
- Contents
(skin)
<choices> - What brush contents to use for this entity.
- For intrinsically nonsolid entities (ex
func_illusionary
) and entities with no clipnodes (such as usingzhlt_noclip
), this is purely cosmetic. - -1: Empty
- -2: Solid
- -3: Water
- -4: Slime
- -5: Lava
- -6: Sky
- -7: Volumetric Light (same as Water)
- -8: ???
- -9: Water with 0° current
- -10: Water with 90° current
- -11: Water with 180° current
- -12: Water with 270° current
- -13: Water with upward current
- -14: Water with downward current
- -15: Translucent (like water, but never solid)
- -16: Ladder
- -17: Zero Gravity
- -18: Hover Field
- -19: Fog
- Render FX
(renderfx)
<choices> - Render FX mode to use, for special effects.
Value Description 0 Normal 1 Slow Pulse 2 Fast Pulse 3 Slow Wide Pulse 4 Fast Wide Pulse 5 Slow Fade Away 6 Fast Fade Away 7 Slow Become Solid 8 Fast Become Solid 9 Slow Strobe 10 Fast Strobe 11 Faster Strobe 12 Slow Flicker 13 Fast Flicker 14 Constant Glow 15 Distort 16 Hologram (Distort + fade)
- Render Mode
(rendermode)
<choices> - Render Mode to use.
Value Description 0 Normal 1 Color 2 Texture 3 Glow 4 Solid 5 Additive
- FX Amount (1-255)
(renderamt)
<integer> - Controls transparency when using another render mode then normal. 0 is completely invisible, and 255 is opaque.
- FX Color (R G B)
(rendercolor)
<color255> - Color to use by the specified render mode.
Also used to control the speed of scrolling textures; seefunc_conveyor
for more information.
- Minimum light level
(_minlight)
<string>
ZHLT:
- ZHLT Light Flags (ZHLT 2.2+)
(zhlt_lightflags)
<choices> - Special lighting behavior. Only available if using Zoner's Half-Life Compile Tools.
- 0 : "Default"
- 1 : "Embedded Fix"
- 2 : "Opaque (blocks light)"
- 3 : "Opaque + Embedded fix"
- 6 : "Opaque + Concave Fix"
- Light Origin Target (ZHLT 2.2+)
(light_origin)
<targetname> - Used to define a target to sample lighting from.
- Nonsolid (ZHLT)
(zhlt_noclip)
<boolean> - Disables generation of clipnodes for all brushes on this entity, except for clip brushes. The entity may still be solid to point traces (hitscans, grenades, etc) if the brush contents are set to solid.
- Tip:Always enable this for func_illusionary; VHLT does not properly strip clipnodes for this entity.
- Don't Render (ZHLT 3+)
(zhlt_invisible)
<boolean> - Treat all faces as if they were textured with NULL.
- Tip:Use this on triggers which use custom textures instead of AAATRIGGER or NULL, such as ladders.
- Fake Lightmap (VHLT v33+)
(zhlt_embedlightmap)
<boolean> - Generates unique diffuse textures for all textured faces, then bakes lighting information directly into the generated textures. Primarily used to prevent translucent surfaces from "glowing", as rendermodes which support translucency don't render lightmaps on the vanilla renderer.
- Important:The resulting textures will be renamed to have the prefix __rad; as such, any unique attributes will be lost.
- Downscale Fake Lightmap (VHLT v34+)
(zhlt_embedlightmapresolution)
<integer> - Downscale texture created by zhlt_embedlightmap this many times.