func_brush
Class hierarchy |
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CFuncBrush |
modelentities.cpp
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Contents
func_brush
is a brush entity available in all Source games. It's a generic brush entity with various features.
It combines the functions of func_wall
, func_illusionary
, and func_wall_toggle
from Quake and GoldSrc. The older entities can still be used, for an insignificant amount of memory saved.
Important:This is a preserved entity in .
- On a new round entities with this classname will intentionally not reset. You can use
logic_auto
to emulate resetting it. - Killing it removes it forever, as it is not respawned on a new round.
- It cannot be spawned with a
point_template
. - Parenting this with non preserved entities may have undesirable effects.
Note:The brush can be partly entered about 0.5 units. Other brush entities don't seem to behave this way (observed in by placing 2 brushes flush next to each other, making one func_brush and then when walking along them you'll get stopped at the point they meet which won't happen if for example func_wall_toggle is used)
Setting
Setting
solidbsp
keyvalue to 1 seem to fix the issue.Keyvalues
Note:For Keyvalues and Inputs affecting brush rendering, see Brush entity/Rendering related keyvalues and inputs
- Name
(targetname)
<string> - The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g.
parentname
ortarget
).
Also displayed in Hammer's 2D views and Entity Report.See also: Generic Keyvalues, Inputs and Outputs available to all entities
- Solidity
(Solidity)
<choices> - Used to control the solidity/collision of these brushes.
- 0: Toggle - The solidity can be toggled together with its visibility.
- 1: Never Solid
- 2: Always Solid
- Bug:
npc_combine_s
can walk through no matter what type of solidity is set by usingscripted_sequence
[todo tested in?] - Solid BSP
(solidbsp)
<boolean> - Set this to BSP if the player seems to rotate oddly relative to the surface.
- NPC class excluded from collisions
(excludednpc)
<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
(invert_exclusion)
<boolean> - If set, then the excluded NPC class will consider this brush solid, and all other NPC classes will consider it non-solid.
- StartDisabled
(StartDisabled)
<boolean> - If true brush will start invisible, and if
solidity
is not set toAlways Solid
it will also be non-solid - Tip:If Solidity is Toggle, disabling will also make the entity non-solid.
Flags
- Ignore player +USE : [
2
]
Entity will ignore allUse
inputs, including ones from the player.
Inputs
SetExcluded
- Change the NPC class that does not collide with the brush.
SetInvert
- Whether to reverse the NPC class exclusion rule.
Enable
- Make the brush visible and if
solidity
is not set toNever Solid
make it solid
Disable
- Make the brush invisible and if
solidity
is not set toAlways Solid
make it non-solid - Warning:The invisiblity is achieved by applying EF_NODRAW which makes the entity ignored on client therefore if solidity was Always Solid moving against the brush collision will feel jittery (tested in: l4d2)
Toggle
!FGD- Toggles the enabled state of the entity