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.
Placement Tip:See through fences, bridges where charger could try charging over a gap diagonally to you
Note:This entity in code is most likely just func_brush with classname keyvalue changed to func_block_charge. For example firing AddOutput "classname func_block_charge" on a func_brush makes it behave like func_block_charge
(-toolsnodraw) |
Thunder4ik (talk | contribs) m (→top: clean up, replaced: {{ModernWarning| → {{warning|) |
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{{entity|func_block_charge|type=e2|game=Left 4 Dead 2}} It forbids an AI Charger to charge when obscuring LOS with targeted player. AI Chargers however will still run and punch at targets. | {{entity|func_block_charge|type=e2|game=Left 4 Dead 2}} It forbids an AI Charger to charge when obscuring LOS with targeted player. AI Chargers however will still run and punch at targets. | ||
{{ | {{warning|[[AABB]] is used for LOS obscuring, so clipping or rotating brushes does not change a brush's size as one expects.<br> | ||
Diagonal walls will always be ignored, ad it will take the furthest out corners of the diagonal walls and create one huge box around all of it. ''That'' box will be your brush entity.<br> | Diagonal walls will always be ignored, ad it will take the furthest out corners of the diagonal walls and create one huge box around all of it. ''That'' box will be your brush entity.<br> | ||
If you need a large diagonal brush, you must create multiple small square entities aligned diagonally.}} | If you need a large diagonal brush, you must create multiple small square entities aligned diagonally.}} |
Revision as of 00:45, 4 January 2024


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CFuncBrush |
Template:Entity It forbids an AI Charger to charge when obscuring LOS with targeted player. AI Chargers however will still run and punch at targets.

Diagonal walls will always be ignored, ad it will take the furthest out corners of the diagonal walls and create one huge box around all of it. That box will be your brush entity.


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"
]