func_nobuild
From Valve Developer Community
Contents |
Entity Description
A func_nobuild entity will restrict an engineer from building in the specific area it contains.
Availability
This brush-based entity is exclusive to Team Fortress 2.
Normal Use
A func_nobuild area should come in contact with the top side of the brush you don't want the engineer to build upon. The func_nobuild should also be at least 96 units high to keep an engineer from bypassing it by jumping above it. Keep in mind that a func_respawnroom entity also blocks an engineer's ability to build and thus a func_nobuild does not have to be placed in the same location as a func_respawnroom.
Ledges
High ledges present an element a bit different from a standard floor surface. If there is a ledge you do not want an engineer to build upon, the func_nobuild brush should not only be 96 units above the surface, but 96 units below the surface as well, with the func_nobuild brush overlapping the ledge. It should also stick out 96 units from all accessible sides of the ledge. If the ledge is less then 96 units above a larger flat surface, the func_nobuild only needs to touch the top of the surface the ledge is above.
Example Map
An example map demonstrating the entity in use can be downloaded here: http://www.mediafire.com/?vl4dxzxktzf
Keyvalues
Targetname:
- Name <string>
- The targetname other entities refer to this entity by.
EnableDisable:
- Start Disabled
<bool> - Stay dormant until activated (probably with the Enable input).
- (func_nobuild is not affected by it's enabled/disabled state. See below for the 'Active' state.)
- TeamNum
- <choices> The team this entity belongs to.
Literal Value Description 0 Any 2 RED 3 BLU
- func_nobuild does not seem to be affected by this keyvalue. Neither team can build in a func_nobuild, regardless of this keyvalue
Inputs
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> -
FireUser1toFireUser4 - Fire the
OnUseroutputs; see User Inputs and Outputs.
- Enable
- Enable this entity.
- This does not keep people from building in an inactive func_nobuild
- Disable
- Disable this entity.
- This does not allow people to build in an active func_nobuild
- SetInactive
- (Disable) Allow players to build within the func_nobuild.
- SetActive
- (Enable) Disallow players from building within the func_nobuild.
Outputs
Targetname:
-
OnUser1toOnUser4 - Fired in response to the
FireUserinputs; see User Inputs and Outputs. -
OnKilled(New with Left 4 Dead) - Fired when the entity is killed and removed from the game.
