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Func brush: Difference between revisions

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:{{tip|If '''Solidity''' is ''Toggle'', disabling will also make the entity non-solid.}}
:{{tip|If '''Solidity''' is ''Toggle'', disabling will also make the entity non-solid.}}
{{KV visiblebrush|l4d=1}}
{{KV visiblebrush|l4d=1}}
{{KV BaseFadeProp|nofgd=1}}<!-- available on all non-worldspawn entities -->
{{KV BaseFadeProp|nofgd=1}}
:{{modernConfirm|in {{csgo}}, but not {{src13}}?}}


==Flags==
==Flags==

Revision as of 14:50, 22 April 2024

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C++ Class hierarchy
CFuncBrush
CBaseEntity
C++ modelentities.cpp

func_brush is an e2 available in all Source Source games. It's a generic brush entity with various features.

It combines the functions of func_wall, func_illusionary and func_wall_toggle from Quake Quake and GoldSrc GoldSrc. The older entities can still be used, for an insignificant amount of memory saved.

Icon-Important.pngImportant:This is a preserved entity in Counter-Strike: SourceHalf-Life 2: DeathmatchDay of Defeat: SourcePortal 2Counter-Strike: Global Offensive.
If the game has round restart mechanics this entity may not behave as expected:
More info
  • On a new round entities with this classname will intentionally not reset. You can use logic_auto to emulate resetting it.
  • Killing it removes it forever, as it is not respawned on a new round.
  • It cannot be spawned with a point_template.
  • Parenting this with non-preserved entities may have undesirable effects.

Keyvalues

Name (targetname) <string>[ Edit ]
The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g. parentname or target).
Also displayed in Hammer's 2D views and Entity Report.
See also:  Generic Keyvalues, Inputs and Outputs available to all entities

Solidity (Solidity) <choices>
Used to control the solidity/collision of these brushes.
  • 0: Toggle - The solidity can be toggled together with its visibility.
  • 1: Never Solid
  • 2: Always Solid
Solid BSP (solidbsp) <boolean>
Set this to BSP if the player seems to rotate oddly relative to the surface.
NPC class excluded from collisions (excludednpc) <classname>
If an NPC classname (i.e. npc_zombie) is specified here, NPCs of that type won't collide with these brushes.
Note.pngNote:Not usable with anything in Left 4 Dead seriesLeft 4 Dead series
Invert NPC class exclusion (invert_exclusion) <boolean>
If set, then the excluded NPC class will consider this brush solid, and all other NPC classes will consider it non-solid.
Start Disabled (StartDisabled) <boolean>
Stay dormant until activated (with theEnableinput).
Tip.pngTip:If Solidity is Toggle, disabling will also make the entity non-solid.
Red x.png
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Please use {{Brush rendering note}} instead.
You can help our editors by replacing or deleting this template on the Pages that use this template. Once no more pages use this template, it should be Marked for deletion.
Note.pngNote:Archived page history
Icon-Important.pngImportant:These pages are linked often from page history logs so Special:WhatLinksHere will not show anything.

BaseFadeProp:

Start Fade Dist (fademindist) <float> !FGD
Distance at which the entity starts to fade.
End Fade Dist (fademaxdist) <float> !FGD
Max fade distance at which the entity is visible.
  • If start fade is <0, the entity will disappear instantly when end fade is hit.
  • If end fade is <0, the entity won't disappear at all. (This is the default behavior.)
The values will scale appropriately if the entity is in a 3D Skybox.
Fade Scale (fadescale) <float> !FGD
If you specify so in worldspawn, or if the engine is running below DirectX 8 (DX7 in Source 2006), props will fade out even if the fade distances above aren't specified. This value gives you some control over when this happens: numbers smaller than 1 cause the prop to fade out at further distances, while those greater than 1 cause it to fade out at closer distances. Using 0 turns off the forced fade altogether. See also the QC command $noforcedfade.
Confirm:in Counter-Strike: Global Offensive, but not Source 2013?

Flags

Ignore player +USE - Entity will ignore all Use inputs, including ones from the player. : [2]

Inputs

SetExcluded
Change the NPC class that does not collide with the brush.
SetInvert
Whether to reverse the NPC class exclusion rule.
Toggle  !FGD
Toggles the enabled state of the entity

EnableDisable:

Enable / Disable
Enable/disable this entity from performing its task. It might also disappear from view.
SetDamageFilter <targetnameRedirectInput/string>
Sets a filter for this entity for when it receives damage.
EnableDamageForces
Allows the entity to be pushed by damage done to it (usually force amount correlates with the damage done).
DisableDamageForces
Prevents the entity from being pushed by damage done to it.
Todo: move/mention at proper place

See Also