Func nobuild/es

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Descripción de la entidad

Una entidad func_nobuild restringirá la capacidad de construcción del Engineer en la zona específicada.

Uso normal

La zona func_nobuild estará en contacto con la parte superior de la superficie donde no queremos que el Engineer construya. func_nobuild será efectivo hasta 96 uH de altura, por lo que el Engineer podrá construir si supera esa altura. Hay que tener en cuenta que la entidad func_respawnroom también bloquea la capacidad de construir del Engineer y func_nobuild no debe colocarse en las zonas donde ya haya func_respawnroom.

Note.pngNota:Recordad que func_nobuild solo evita colocar el centro las construcciones del Engineer sobre una superficie, no sobre toda la construcción; por lo que alguna parte de esa construcción puede evitar la capa func_nobuild y permitir su construcción.
Las 96 unidades.

Cornisas

Las cornisas altas son un elemento distinto a los suelos normales. Si hay una y no quieres que el Engineer construya en ella, el func_nobuild no te valdrá con 96 unidades, sino 96 unidades por debajo de la superficie con otro func_nobuild sobrepuesto en la cornisa. También debe tener 96 unidades desde la zona que permite el acceso a la cornisa, para no permitir construir entre medias. Si la cornisa está a menos de 96 unidades de altura, func_nobuild solo necesitará tocar la parte superior de la superficie sobre la que está la repisa.

Valores clave


Base:
Collisions (solid) <choices>
Method of collision for this entity.

Values:

  • 0: None
  • 1: BSP (QPhysics) !FGD
    Icon-Bug.pngError:In Portal 2, if an entity using QPhysics collisions is hit by Gel, the game will crash!
  • 2: Bounding Box
  • 3: Oriented Bounding Box (Use for runtime spawned brush entities meant to be rotated) !FGD
  • 4: Oriented Bounding Box but constrained to Yaw only !FGD
  • 5: Custom/Test (Usually no collision with anything) !FGD
  • 6: VPhysics


Name (targetname) <string>
The name that other entities use to refer to this entity.
Parent (parentname) <targetname>
Maintain the same initial offset to this entity. An attachment point can also be used if separated by a comma at the end. (parentname [targetname],[attachment])
Tip.pngConsejo:Entities transition to the next map with their parents
Tip.pngConsejo:phys_constraint can be used as a workaround if parenting fails.
Origin (X Y Z) (origin) <coordinates>
The position of this entity's center in the world. Rotating entities typically rotate around their origin.
Note.pngNota:Hammer does not move the entities accordingly only in the editor.
Pitch Yaw Roll (X Y Z) (angles) <angle>
This entity's orientation in the world. Pitch is rotation around the Y axis, yaw is the rotation around the Z axis, roll is the rotation around the X axis.
Note.pngNota:This works on brush entities, although Hammer doesn't show the new angles.
Classname (classname) <string> !FGD
Determines the characteristics of the entity before it spawns.
Tip.pngConsejo:Changing this on runtime still has use, like making matching an entry in S_PreserveEnts will persist the entity on new rounds!
Spawnflags (spawnflags) <flags> !FGD
Toggles exclusive features of an entity, its specific number is determined by the combination of flags added.
Effects (effects) <flags> !FGD
Combination of effect flags to use.

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

EnableDisable:

Start Disabled (StartDisabled) <boolean>
Stay dormant until activated (with theEnableinput).
Permitir armas centinela (AllowSentry) <boolean>
Permite o impide construir armas centinela.
Permitir dispensadores (AllowDispenser) <boolean>
Permite o impide construir dispensadores.
Permitir teleportadores (AllowTeleporters) <boolean>
Permite o impide construir teleportadores.
Destruir construcciones (DestroyBuildings) <boolean>
Destruye las construcciones en su perímetro al activarse.

Entradas


Base:
AddContext <string>
Adds to the entity's list of response contexts. See Context.
AddOutput <string>
Assigns a new keyvalue/output on this entity. For keyvalues, some rely on extra necessary code to be ran and won't work if its simply just changed through this input. There is a strict format that must be followed:
// Format of changing KeyValues: "AddOutput [key] [value]"
//// Raw text:
"OnUser1" "!self,AddOutput,targetname new_name"

// Format of adding an Output: "AddOutput {targetname}:{inputname}:{parameter}:{delay}:{max times to fire, -1 means infinite}"
//// Raw text:
"OnUser1" "!self,AddOutput,OnUser1:SetParent:!activator:0.0:-1"
// Arguments can be left blank, but the empty blank should still be contained.
//// Raw text:
"OnUser1" "!self,AddOutput,OnUser1:ClearParent::0.0:-1"
ClearContext
Removes all contexts from this entity's list.
ClearParent
Removes this entity from the the movement hierarchy, leaving it free to move independently.
FireUser1 to FireUser4
Fires the respectiveOnUseroutputs; see User Inputs and Outputs.
Kill
Removes this entity and any entities parented to it from the world.
KillHierarchy
Functions the same as Kill, although this entity and any entities parented to it are killed on the same frame, being marginally faster thanKillinput.
RemoveContext <string>
Remove a context from this entity's list. The name should match the key of an existing context.
SetParent <string>
Move with this entity. See Entity Hierarchy (parenting).
SetParentAttachment <string>
Change this entity to attach to a specific attachment point on its parent. The entity will teleport so that the position of its root bone matches that of the attachment. Entities must be parented before being sent this input.
SetParentAttachmentMaintainOffset <string>
As above, but without teleporting. The entity retains its position relative to the attachment at the time of the input being received.
Use  !FGD
Same as a player invoking +use; no effect in most cases.
DispatchResponse <string> !FGD
Dispatches a response to the entity. See Response and Concept.
DispatchEffect <string> (eliminado desde Left 4 Dead) !FGD
Dispatches a special effect from the entity's origin; See also List of Client Effects. Replaced by the particle system since Left 4 Dead.

EnableDisable:

Enable
Disable
Enable/disable this entity from performing its task. It might also disappear from view.
SetTeam <integer>
Establece el equipo con el que funciona.
SetActive
Activa la zona de no construcción («nobuild»).
SetInactive  !FGD
Desactiva la zona de no construcción («nobuild»).
ToggleActive  !FGD
Alterna el estado de la zona de no construcción («nobuild»).

Salidas

Base:

OnUser1 to OnUser4
These outputs each fire in response to the firing of the like-numbered FireUser1 to FireUser4 Input; see User Inputs and Outputs.