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Func illusionary: Difference between revisions

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(Not obsolete/legacy as Valve is still using it in new CSGO maps)
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{{base brush|func_illusionary}}
{{LanguageBar}}
{{TabsBar|main=gs|base=Func illusionary}}
{{CD|CFuncIllusionary|base=CBaseEntity|file1=bmodels.cpp}}
{{preserved entity}}
{{this is a|brush entity|name=func_illusionary}} It's a brush entity that has no collision.


==Entity description==
Originally added as a legacy entity from {{Gldsrc|4}} for backwards compatibility, Valve has also used it in Source games (such as {{hl2|2}} and {{csgo|2}}) as a simple non-solid brush. {{ent|func_brush}} with its <tt>Solidity</tt> property set to ''Never Solid'' will act the same, except it allows more options to be modified. This entity can be used for simplicity or clarity if less functionality is needed, as it is always non-solid.
func_illusionary is a brush entity that has no collisions.
{{tip|To make a brush non-solid without wasting an [[edict]], use [[%CompileNonSolid]] materials on an {{ent|func_detail}} instead. If custom compilers such as [[VBSP++]] are available for your game, use {{ent|func_detail_illusionary}} to remove the need for a unique material. An example of how to add it to the compiler yourself can be found [https://github.com/ValveSoftware/source-sdk-2013/pull/1323 on GitHub].}}
{{bug|tested={{tf2}}|This entity will set its angles to 0 0 0 upon spawning. This means the entity contained inside rotated [[instance]]s will not be rotated correctly! (Fixed in {{l4d2}})
{{workaround|Use {{ent|func_brush}} instead which does not have this problem, or collapse the instance. }}
}}


Originally added as a legacy entity from [[Half-Life]] provided for backwards compatibility, Valve has also used it in Source games to have a non-solid brush (such as Half-Life 2 or Counter-Strike Global Offensive). It doesn't work inside [[func_instance]], because it won't be rotated correctly. [[func_brush]] with its ''Solidity'' property set to ''Never Solid'' will act the same, however allows more options to be modified.
==Keyvalues==
This entity can be used for simplicity if less functionality is needed, as it is always non-solid.
{{Brush rendering note}}
 
== Keyvalues ==
{{KV|Minimum Light Level|intn=_minlight|string|The minimum level of ambient light that hits this brush.}}
{{KV Targetname}}
{{KV Targetname}}
{{KV Parentname with warning}}
{{KV Origin}}
{{KV RenderFields}}
{{KV Shadow}}
== Inputs ==
{{I Targetname}}
{{I Parentname}}
{{I RenderFields}}
{{I Shadow}}
== Outputs ==
{{O Targetname}}


==See also==
==See also==
* [[func_brush]]
* {{ent|func_brush}}

Latest revision as of 12:37, 2 September 2025

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C++ Class hierarchy
CFuncIllusionary
CBaseEntity
C++ bmodels.cpp
Recycle-warning.png
This is a preserved entity in Counter-Strike: SourceHalf-Life 2: DeathmatchDay of Defeat: SourceTeam Fortress 2Left 4 DeadPortal 2Counter-Strike: Global Offensive
If the game has round restart mechanics this entity may not behave as expected.

func_illusionary is a brush entity available in all Source Source games. It's a brush entity that has no collision.

Originally added as a legacy entity from GoldSrc GoldSrc for backwards compatibility, Valve has also used it in Source games (such as Half-Life 2 Half-Life 2 and Counter-Strike: Global Offensive Counter-Strike: Global Offensive) as a simple 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 or clarity if less functionality is needed, as it is always non-solid.

Tip.pngTip:To make a brush non-solid without wasting an edict, use %CompileNonSolid materials on an func_detail instead. If custom compilers such as VBSP++ are available for your game, use func_detail_illusionary to remove the need for a unique material. An example of how to add it to the compiler yourself can be found on GitHub.
Icon-Bug.pngBug:This entity will set its angles to 0 0 0 upon spawning. This means the entity contained inside rotated instances will not be rotated correctly! (Fixed in Left 4 Dead 2)
PlacementTip.pngWorkaround:Use func_brush instead which does not have this problem, or collapse the instance.
  (tested in: Team Fortress 2)

Keyvalues

Note.pngNote:For Keyvalues and Inputs affecting brush rendering, see Brush entity/Rendering related keyvalues and inputs
Name (targetname) <string>[ Edit ]
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

See also