Func illusionary: Difference between revisions
		
		
		
		
		
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 Tip: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.
Tip: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. 
 Bug: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
Bug: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  )
)
 Workaround:Use func_brush instead which does not have this problem, or collapse the instance. 
  (tested in:
Workaround:Use func_brush instead which does not have this problem, or collapse the instance. 
  (tested in:  )
)
 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
		
	
| SirYodaJedi (talk | contribs) mNo edit summary | SirYodaJedi (talk | contribs)   (now covered by proper func_detail_illusionary page) | ||
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| {{ | {{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. | |||
| 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. | |||
| {{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.}}  | |||
| {{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. }} | |||
| }} | |||
| ==Keyvalues== | |||
| {{Brush rendering note}} | |||
| {{KV Targetname}} | |||
| ==See also== | |||
| * {{ent|func_brush}} | |||
| * {{ent|func_detail_illusionary}} | |||
Latest revision as of 14:37, 30 September 2025

 
|  Class hierarchy | 
|---|
| CFuncIllusionary | 
|  bmodels.cpp | 

This is a preserved entity in 






If the game has round restart mechanics this entity may not behave as expected.







If the game has round restart mechanics this entity may not behave as expected.
func_illusionary  is a   brush entity  available in all  Source games. It's a brush entity that has no collision.
 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
 GoldSrc for backwards compatibility, Valve has also used it in Source games (such as  Half-Life 2 and
 Half-Life 2 and  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.
 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: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.
Tip: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. Bug: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
Bug: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  )
)
 Workaround:Use func_brush instead which does not have this problem, or collapse the instance.
Workaround:Use func_brush instead which does not have this problem, or collapse the instance.  )
)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
























