Func brush: Difference between revisions
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Important:This is a preserved entity in 



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If the game has round restart mechanics this entity may not behave as expected:
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SirYodaJedi (talk | contribs) m (→Keyvalues) |
SirYodaJedi (talk | contribs) m (→Keyvalues) |
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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}} | {{KV BaseFadeProp|nofgd=1}} | ||
:{{modernConfirm|in {{csgo}}, but not {{src13}}?}} | |||
==Flags== | ==Flags== |
Revision as of 14:50, 22 April 2024
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CFuncBrush |
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func_brush
is an e2 available in all 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 and
GoldSrc. The older entities can still be used, for an insignificant amount of memory saved.






If the game has round restart mechanics this entity may not behave as expected:
|
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
- 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.
- 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 the
Enable
input). Tip:If Solidity is Toggle, disabling will also make the entity non-solid.

This template (and its redirect) is
Deprecated. Its use is not recommended and its functionality may be compromised.
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.

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.


BaseFadeProp:
- 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
), 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.
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 <targetname >
- 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