func_illusionary
is a brush entity available in all
Source games. It's a brush entity that has no collision.
Originally added as a legacy entity from
GoldSrc for backwards compatibility, Valve has also used it in Source games (such as
Half-Life 2 or
Counter-Strike: Global Offensive) as a non-solid brush. func_brush
with its Solidity property set to Never Solid will act the same, except it allows more options to be modified. This entity can be used for simplicity if less functionality is needed, as it is always non-solid.
Note:This is a preserved entity in ![Counter-Strike: Source](/w/images/thumb/a/ad/Css_icon.png/16px-Css_icon.png)
![Half-Life 2: Deathmatch](/w/images/thumb/8/80/Hl2dm_icon.png/32px-Hl2dm_icon.png)
![Day of Defeat: Source](/w/images/thumb/6/65/Dods_icon.png/16px-Dods_icon.png)
![Portal](/w/images/thumb/6/6d/Portal_icon.png/16px-Portal_icon.png)
![Team Fortress 2](/w/images/thumb/8/84/Tf2-16px.png/16px-Tf2-16px.png)
![Left 4 Dead](/w/images/thumb/a/ad/Icon-L4D.png/16px-Icon-L4D.png)
![Portal 2](/w/images/thumb/3/3c/Portal2_icon.png/16px-Portal2_icon.png)
.
- On a new round, its properties including its position 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.
Keyvalues
Internal keyvalues used by VRAD:
- Minimum Light Level
(_minlight)
<normal>
- Minimum amount of light to hit this brush (monochromatic). Values over 1 are overbright, and will bloom in HDR mode.
- Shadows
(vrad_brush_cast_shadows)
<boolean> (in all games since
)
- Determines if this entity will cast lightmap shadows.
VisibleBrush:
- Render Mode
(rendermode)
<choices>
- Set a non-standard rendering mode on this entity.
Render Modes
- 0: Normal
- 1: Color
- 2: Texture
- 3: Glow
- 4: Solid/Alphatest
![Obsolete](/w/images/thumb/a/aa/Obsolete-notext.png/16px-Obsolete-notext.png)
- 5: Additive
- 6: Removed, does nothing
![Obsolete](/w/images/thumb/a/aa/Obsolete-notext.png/16px-Obsolete-notext.png)
- 7: Additive Fractional Frame
- 8: Alpha Add
- 9: World Space Glow
- 10: Don't Render
|
- Render FX
(renderfx)
<choices>
- Various somewhat legacy alpha effects.
Render Effects
- 0: None
- 1: Slow Pulse (varies alpha by ±16 over a period of 1.5 s)
- 2: Fast Pulse (varies alpha by ±16 over a period of 0.4 s)
- 3: Slow Wide Pulse (varies alpha by ±64 over a period of 1.5 s)
- 4: Fast Wide Pulse (varies alpha by ±64 over a period of 0.4 s)
- 5: Slow Fade Away (decreases alpha by -1 per frame/(in all games since
) Fades out over 4 s)
- 6: Fast Fade Away (decreases alpha by -4 per frame/(in all games since
) Fades out over 1 s)
- 7: Slow Become Solid (increases alpha by +1 per frame/(in all games since
) Fades in over 4 s)
- 8: Fast Become Solid (increases alpha by +4 per frame/(in all games since
) Fades in over 1 s)
- 9: Slow Strobe (transparent 0.8 s, visible 0.8 s, repeat)
- 10: Fast Strobe (transparent 0.2 s, visible 0.2 s, repeat)
- 11: Faster Strobe (transparent 0.09 s, visible 0.09 s, repeat)
- 12: Slow Flicker (transparent 0.18 s, visible 1.5 s, repeat)
- 13: Fast Flicker (transparent 0.14 s, visible 0.2 s, repeat)
- 14: Constant Glow ("NoDissipation;" purpose uncertain—for sprites?) (not in
)
- 15: Distort (causes unnatural flickering and position shifting)/(in all games since
) Fade Out (instant; not very useful outside of code)
- 16: Hologram (Distort + "distance fade")/(in all games since
) Fade In (instant; not very useful outside of code)
- 17: Scale Up ("Explode"/"scale up really big!" causes wild stretching of model parts) (in
)/Fade Wider Pulse (varies alpha by ±255 over a period over a period of 0.26 s) (in all games since ) Confirm:which branches/games is it available in, and where does it do what?
- 18: Glow Shell (purpose unclear) (in all games since
) (not in ) Confirm:what does this do? and which games is it in?
- 19: Clamp Minimum Scale ("keep this sprite from getting very small (SPRITES only!)") (not in
)
- 20: Environmental Rain ("for environmental rendermode, make rain") (in
) (not in ) Confirm:which games? may be nonfunctional.
- 21: Environmental Snow ("for environmental rendermode, make snow") (in
) (not in ) Confirm:which games? may be nonfunctional.
- 22: Spotlight FX ("TEST CODE for experimental spotlight") (in
) (not in )
- 23: Ragdoll ("HACKHACK: TEST CODE for signalling death of a ragdoll character;" ragdolls an entity but doesn't kill it) (in
) (not in ) Confirm:which games? may be nonfunctional?
- 24: Fade Wider Pulse (varies alpha by ±255 over a period over a period of 0.26 s) (in
) (not in )
- 25:
kRenderFXMax /Fade Near (removed since ) (not in )
Todo: what does this do? may be nonfunctional
|
- Render FX / Transparency (0–255)
(renderamt)
<integer 0–255>
- Transparency amount; requires a Render Mode other than Normal. 0 is invisible, 255 is fully visible.
- Render Color (R G B)
(rendercolor)
<color255>
- Color tint.
- Texture Frame
(texframeindex)
<integer> !FGD
- The frame number for any animated textures on this entity.
Shadow:
- Disable Shadows
(disableshadows)
<boolean>
- Prevents the entity from creating cheap render-to-texture shadows, or lightmap shadows if the entity is a
prop_static
. Does not affect shadow mapping.
- Disable Receiving Shadows
(disablereceiveshadows)
<boolean>
- Prevent the entity from receiving dynamic shadows on itself.
- Shadow Cast Distance
(shadowcastdist)
<integer> !FGD
- Sets how far the entity casts dynamic shadows. 0 means default distance from the
shadow_control
entity.
- Disable ShadowDepth
(disableshadowdepth)
<boolean> (in all games since
)
- Used to disable rendering into shadow depth (for projected textures) for this entity.
- Disable flashlight
(disableflashlight)
<boolean> (in all games since
)
- Used to disable projected texture lighting and shadows on this entity.
- Projected Texture Cache
(shadowdepthnocache)
<choices> (in all games since
)
- Used to hint projected texture system whether it is sufficient to cache shadow volume of this entity or to force render it every frame instead.
Choices
- 0 : Default
- 1 : No cache - render every frame
- 2 : Cache it - render only once
|
SystemLevelChoice:
- Minimum / Maximum Effect Details Level
(mincpulevel / maxcpulevel)
<choices> (in all games since
)
- Don't render for players with Effect Details levels that exceed the minimum or maximum.[
Key names are related to cpu_level
cvar used by Effect Details.]
Choices
- 0: Default ("Low" for
mincpulevel , "High" formaxcpulevel )
- 1: Low
- 2: Medium
- 3: High
|
- Minimum / Maximum Shader Details Level
(mingpulevel / maxgpulevel)
<choices> (in all games since
)
- Don't render for players with Shader Details levels that exceed the minimum or maximum.[
Key names are related to gpu_level
cvar used by Shader Details.]
Choices
- 0: Default ("Low" for
mingpulevel , "Very High" formaxgpulevel )
- 1: Low
- 2: Medium
- 3: High
- 4: Very High
|
DXLevelChoice:
- Minimum / Maximum DX Level
(mindxlevel / maxdxlevel)
<choices> (removed since
)
- The entity will not exist if the engine is running outside the given range of DirectX Versions.
Choices
Warning:If these are used, the object may break when the user switches their DirectX settings.
|
Base Brush Entity KeyValues
Base:
- Brush Model
(model) <string> !FGD
- Which bmodel to display.
- Collisions
(solid) <choices>
- Method of collision for this entity.
Values:
- 0: None
- 1: BSP (QPhysics) !FGD
Bug:In , 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:Entities transition to the next map with their parents
- Origin (X Y Z)
(origin) <coordinates>
- The position of this entity's center in the world. Rotating entities typically rotate around their origin.
Note: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: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: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.
- Entity Scripts
(vscripts) <scriptlist> (in all games since ) (also in )
- Space delimited list of VScript files (without file extension) that are executed after all entities have spawned. The scripts are all executed in the same script scope, later ones overwriting any identical variables and functions. Scripts executed on the worldspawn entity will be placed in root scope.
- Think function
(thinkfunction) <string> (in all games since ) (also in )
- Name of the function within this entity's script that'll be called automatically every 100 milliseconds, or a user-defined interval if the function returns a number. Avoid expensive operations in this function, as it may cause performance problems.
- Lag Compensation
(LagCompensate) <boolean> (in all games since ) !FGD
- Set to Yes to lag compensate this entity. Should be used very sparingly!
- Is Automatic-Aim Target
(is_autoaim_target) <boolean> (in all games since ) !FGD
- If set to 1, this entity will slow down aiming movement for consoles and joystick controllers when the entity is under the crosshairs.
|
Inputs
Visible Brush:
Alpha
<integer 0–255>
- Sets the entity's transparency to a number from 0 (invisible) to 255 (fully visible). Requires the entity to have its Render Mode (rendermode) set to a number other than
0
.
AlternativeSorting
<boolean>
- Swaps the rendering order of the entity. Used to attempt to fix sorting problems when rendering, for example an object rendering in front of translucent materials.
Color
<color255>
- Sets an RGB color for the entity.
SetDamageFilter
<targetname>
- Sets a filter for this entity for when it receives damage.
EnableDamageForces
- Allows the entity to be pushed by damage done to it (usually force amount correlates with the damage done).
DisableDamageForces
- Prevents the entity from being pushed by damage done to it.Shadow:
DisableShadow
- Turn dynamic shadows off for this entity. Identical to applying
EF_NOSHADOW
.
EnableShadow
- Turn dynamic shadows on for this entity.
See also