func_nobuild

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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.

Note:Keep in mind that a func_nobuild only prevents the center of engineer's buildable structures from being placed on top of a surface, not the whole structure; parts of the buildable can actually overlap the func_nobuild area.


Ledges

The required 96 units for each accessible side

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>
FireUser1 to FireUser4
Fire the OnUser outputs; 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:

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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