Func forcefield: Difference between revisions
		
		
		
		
		
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 Note:For Keyvalues and Inputs affecting brush rendering, see Brush entity/Rendering related keyvalues and inputs
Note:For Keyvalues and Inputs affecting brush rendering, see Brush entity/Rendering related keyvalues and inputs
		
	
| m (Added confirmation of which brush entity remains visible at a distance2banana) | No edit summary | ||
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| {{stub|What does it look like when compiled with Hammer?}} | {{stub|What does it look like when compiled with Hammer?}} | ||
| {{ | {{CD|CFuncForceField|file1=func_forcefield.cpp}} | ||
| {{this is a|brush entity|game=Team Fortress 2|name=func_forcefield}} Its one of the few brush entities to have team filtered collisions, alongside [[func_respawnroomvisualizer]]. All teams but the team this brush entity belongs to, are blocked by it. This entity ([[func_forcefield]]) remains visible to both teams regardless of distance. | |||
| Despite the render quirk, the entity still finds moments with its team filtered collision keyvalue, often when users edit entities of an already compiled map. Some methods involved are [[Patching_levels_with_lump_files|lump file patching]] or [https://wiki.alliedmods.net/SourceMod SourceMod] plugins. | Despite the render quirk, the entity still finds moments with its team filtered collision keyvalue, often when users edit entities of an already compiled map. Some methods involved are [[Patching_levels_with_lump_files|lump file patching]] or [https://wiki.alliedmods.net/SourceMod SourceMod] plugins. | ||
| ==Keyvalues== | ==Keyvalues== | ||
| {{KV  | {{Brush rendering note}} | ||
| {{KV Targetname}} | |||
| {{KV TeamNum|tf2=1}} | {{KV TeamNum|tf2=1}} | ||
| ==Inputs== | ==Inputs== | ||
| {{I EnableDisable}} | {{I EnableDisable}} | ||
| == See also == | |||
| == See  | |||
| * {{ent|func_respawnroomvisualizer}} | * {{ent|func_respawnroomvisualizer}} | ||
Latest revision as of 13:57, 7 October 2025

 
|  Class hierarchy | 
|---|
| CFuncForceField | 
|  func_forcefield.cpp | 
func_forcefield  is a   brush entity  available in  Team Fortress 2. Its one of the few brush entities to have team filtered collisions, alongside func_respawnroomvisualizer. All teams but the team this brush entity belongs to, are blocked by it. This entity (func_forcefield) remains visible to both teams regardless of distance.
 Team Fortress 2. Its one of the few brush entities to have team filtered collisions, alongside func_respawnroomvisualizer. All teams but the team this brush entity belongs to, are blocked by it. This entity (func_forcefield) remains visible to both teams regardless of distance.
Despite the render quirk, the entity still finds moments with its team filtered collision keyvalue, often when users edit entities of an already compiled map. Some methods involved are lump file patching or SourceMod plugins.
Keyvalues
 Note:For Keyvalues and Inputs affecting brush rendering, see Brush entity/Rendering related keyvalues and inputs
Note: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. parentnameortarget).
 Also displayed in Hammer's 2D views and Entity Report.See also: Generic Keyvalues, Inputs and Outputs available to all entities
TeamNum:
Inputs
EnableDisable:
- Enable / Disable
- Enable/disable this entity from performing its task. It might also disappear from view.























