func_nobuild

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Class hierarchy
CFuncNoBuild
CBaseTrigger
CBaseToggle
CBaseEntity
tf/func_no_build.cpp

func_nobuild is a brush entity available in Team Fortress 2 Team Fortress 2.

Entity Description

A func_nobuild entity will restrict an Engineer from building in the specific area it contains.

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.pngNote:Keep in mind that a func_nobuild only prevents the center of the Engineer's buildings from being placed on top of a surface, not the whole structure; parts of the building can actually overlap the func_nobuild area.
Todo: add picture example here
The required 96 units for each accessible side.

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.

Keyvalues

Name (targetname) <string>
The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g. parentname or target).
Also displayed in Hammer's 2D views and Entity Report.
See also:  Generic Keyvalues, Inputs and Outputs available to all entities

TeamNum:
Initial Team (TeamNum) <choices>
Which Team the entity belongs / is assigned to on spawn
  • 0: None
  • 1: Spectator/Halloween Souls Team Fortress 2
  • 2: RED Team Fortress 2
  • 3: BLU/Robots Team Fortress 2
  • 5: Halloween Bosses (only in Team Fortress 2) !FGD
Start Disabled (StartDisabled) <boolean>
Stay dormant until activated (with theEnableinput).
Allow Sentries (AllowSentry) <boolean>
Allow or disallow building sentries.
Allow Dispensers (AllowDispenser) <boolean>
Allow or disallow building dispensers.
Allow Teleporters (AllowTeleporters) <boolean>
Allow or disallow building teleporters.
Destroy Buildings (DestroyBuildings) <boolean>
Whether or not to destroy buildings already within the volume once it activates.

Inputs

SetTeam <integer>
Sets which team to be aligned with.
SetActive
Activates the nobuild zone.
SetInactive  !FGD
Deactivates the nobuild zone.
ToggleActive  !FGD
Toggle the state of the nobuild zone.

EnableDisable:

Enable / Disable
Enable/disable this entity from performing its task. It might also disappear from view.
Todo: what is the difference between whether it's active and whether it's enabled?