Func reflective glass: Difference between revisions
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m (Robot: fixing template case.) |
m (Robot: fixing template case.) |
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Line 42: | Line 42: | ||
* {{i shadow}} | * {{i shadow}} | ||
* {{i enabledisable}} | * {{i enabledisable}} | ||
* '''{{ | * '''{{EP2 add|SetExcluded <target_destination>}}''' | ||
: Set excludednpc | : Set excludednpc | ||
* '''{{ | * '''{{EP2 add|SetInvert <integer>}}''' | ||
: Set invert_exclusion | : Set invert_exclusion | ||
Revision as of 19:20, 19 January 2009
Entity description
A brush entity entity used to produce perfectly reflective glass that renders world + entities. You must use a reflectiveglass texture (glass/reflectiveglass001.vmt is a good start) on one side of the brush, and the rest of the sides nodraw textured for this to work properly.
Keyvalues
- Template:Kv targetname
- Template:Kv parentname
- Template:Kv origin
- Template:Kv renderfields
- Template:Kv global
- Template:Kv enabledisable
- Template:Kv shadow
- _minlight
- <float> The minimum level of ambient light that hits this brush.
- Solidity
- <choices> Used to control the solidity/collision of these brushes.
Literal Value Description 0 Toggle 1 Never Solid 2 Always Solid
- solidbsp
- <boolean> Set this if this brush is in hierarchy with a moving object of some kind, and the player can stand on this brush.
- excludednpc
- <target_destination> If an NPC classname (i.e. npc_zombie) is specified here, NPCs of that type won't collide with these brushes.
- invert_exclusion (in all games since
)
- <boolean> If set, then the excluded NPC class will consider this brush solid, and all other NPC classes will consider it non-solid.
Flags
- 2 : Ignore player +USE
Inputs
- Template:I targetname
- Template:I renderfields
- Template:I parentname
- Template:I shadow
- Template:I enabledisable
- Template:EP2 add
- Set excludednpc
- Set invert_exclusion