Func block charge: Difference between revisions
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Warning:AABB is used for LOS obscuring, so clipping or rotating brushes does not change a brush's size as one expects.
(-removed useless information about keyvalues, inputs outputs and removed the gif because last stand usage of this entity is wrong and shouldn't be used as example. Will add different gif later) |
(-changed fgd edit, kept only the relevant stuff) |
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Line 2: | Line 2: | ||
{{warning|[[AABB]] is used for LOS obscuring, so clipping or rotating brushes does not change a brush's size as one expects.}} | {{warning|[[AABB]] is used for LOS obscuring, so clipping or rotating brushes does not change a brush's size as one expects.}} | ||
== Keyvalues == | == Keyvalues == | ||
{{ | {{KV Targetname}} | ||
== FGD Enhancement == | |||
Open <code>steamapps\common\Left 4 Dead 2\bin\left4dead2.fgd</code> and replace the <code>func_block_charge</code> section. | |||
== FGD | |||
<source lang=js> | <source lang=js> | ||
@SolidClass base(Targetname) = func_block_charge : "AI Chargers will not charge through this brush. (Based on AABB!)" | |||
@SolidClass base(Targetname | |||
[ | [ | ||
Solidity(integer) readonly : "Solidity" : 1 : "Should be always never solid" | |||
] | |||
</source> | |||
{{clr}} | {{clr}} |
Revision as of 14:21, 28 September 2022
Template:L4d2 brush It forbids an AI Charger to charge when obscuring LOS with targeted player. AI Chargers however will still run and punch at targets.

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
FGD Enhancement
Open steamapps\common\Left 4 Dead 2\bin\left4dead2.fgd
and replace the func_block_charge
section.
@SolidClass base(Targetname) = func_block_charge : "AI Chargers will not charge through this brush. (Based on AABB!)"
[
Solidity(integer) readonly : "Solidity" : 1 : "Should be always never solid"
]