Func nobuild: Difference between revisions
m (→Keyvalues: (added note that en/disabled state doesn't work)) |
m (→Inputs: Formalized the setactive/setinactive inputs) |
||
Line 28: | Line 28: | ||
==Inputs== | ==Inputs== | ||
*{{I Targetname}} | *{{I Targetname}} | ||
* '''Enable''' | |||
:Enable this entity. | |||
:''This does not keep people from building in an inactive func_nobuild'' | |||
* '''Disable''' | |||
:Disable this entity. | |||
:''This does not allow people to build in an active func_nobuild'' | |||
* '''SetInactive''' | |||
:(Disable) Allow players to build within the func_nobuild. | |||
* '''SetActive''' | |||
:(Enable) Disallow players from building within the func_nobuild. | |||
==Outputs== | ==Outputs== | ||
*{{O Targetname}} | *{{O Targetname}} | ||
[[Category:Team Fortress 2 Entities]] | [[Category:Team Fortress 2 Entities]] |
Revision as of 13:39, 23 January 2009
Entity Description
A func_nobuild entity will restrict an engineer from building in the specific area it contains.
Availability
This brush-based entity is exclusive to Team Fortress 2.
Normal Use
A func_nobuild area should come in contact with the top side of the brush you don't want the engineer to build upon. The func_nobuild should also be at least 96 units high to keep an engineer from bypassing it by jumping above it. Keep in mind that a func_respawnroom entity also blocks an engineer's ability to build and thus a func_nobuild does not have to be placed in the same location as a func_respawnroom.

Ledges
High ledges present an element a bit different from a standard floor surface. If there is a ledge you do not want an engineer to build upon, the func_nobuild brush should not only be 96 units above the surface, but 96 units below the surface as well, with the func_nobuild brush overlapping the ledge. It should also stick out 96 units from all accessible sides of the ledge. If the ledge is less then 96 units above a larger flat surface, the func_nobuild only needs to touch the top of the surface the ledge is above.
Example Map
An example map demonstrating the entity in use can be downloaded here: http://www.mediafire.com/?vl4dxzxktzf
Keyvalues
- Name (targetname) <string>[ Edit ]
- The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g.
parentname
ortarget
).
Also displayed in Hammer's 2D views and Entity Report.See also: Generic Keyvalues, Inputs and Outputs available to all entities
- Start Disabled (StartDisabled) <boolean>
- Stay dormant until activated (with the
Enable
input).
(func_nobuild is not affected by it's enabled/disabled state. See below for the 'Active' state.)
- TeamNum:
- Initial Team (TeamNum) <choices>
- Which Team the entity belongs / is assigned to on spawn
- 0: None
- 1: Spectator/Halloween Souls
- 2: RED
- 3: BLU/Robots
- 5: Halloween Bosses (only in
) !FGD
Inputs
- Enable
- Enable this entity.
- This does not keep people from building in an inactive func_nobuild
- Disable
- Disable this entity.
- This does not allow people to build in an active func_nobuild
- SetInactive
- (Disable) Allow players to build within the func_nobuild.
- SetActive
- (Enable) Disallow players from building within the func_nobuild.