Func null: Difference between revisions
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Code:This entity uses the same C++ class as info_null. As such, the same behavior can be achieved in any game simply by manually setting a brush entity's classname to info_null.
Bug:Hammer will strip brushes from entities which are defined in the FGD as point entities. It also does not allow a point entity and brush entity to share the same classname, as it will only use the most recently defined version. [todo tested in ?]
Alternatively, add an func_null FGD entry to base.fgd; it will spit out an error in the console when loading the map, but will otherwise be ignored by the game, and will never count as an edict, unlike info_null.
SirYodaJedi (talk | contribs) m (Actually, you don't want to rename it to info_null, because then it counts as an edict for a split second on map load.) |
SirYodaJedi (talk | contribs) mNo edit summary |
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Line 12: | Line 12: | ||
{{KV|Shadows|intn=vrad_brush_cast_shadows|boolean|Determines if this entity will cast [[lightmap]] shadows. | {{KV|Shadows|intn=vrad_brush_cast_shadows|boolean|Determines if this entity will cast [[lightmap]] shadows. | ||
|since={{src07}} }} | |since={{src07}} }} | ||
== FGD entry == | |||
If using func_null outside of Mapbase, add this FGD entry to the end of [[base.fgd]]: | |||
<source lang=c> | |||
@SolidClass base(info_null, Origin) = func_null : | |||
"A nonexistent entity that gets ignored by the game (will cause an error in the console, but this can be ignored." | |||
+ "Useful for invisible texlights, such as those appearing to be cast by props or which accentuate the light coming in through a window." | |||
[ | |||
vrad_brush_cast_shadows(choices) : "Cast Baked Shadows" : 0 : "Set this if this brush casts lightmap shadows." = | |||
[ | |||
0 : "No" | |||
1 : "Yes" | |||
] | |||
] | |||
</source> |
Revision as of 18:08, 29 June 2024
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CNullEntity |
func_null
is a brush entity available in Mapbase. It is a brush version of of info_null. This can be used for creating texlights that don't have a visible brush in-game, such as for prop-based lights or accentuating lighting coming in from a window.
Because this entity isn't removed on compile, it still counts toward the edict limit for a split second until removed on map spawn.


Keyvalues
Origin:
- Origin (X Y Z) (origin) <origin>
- The position of this entity's center in the world. Rotating entities typically rotate around their origin.
- 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
Internal keyvalues used by VRAD:
- Shadows (vrad_brush_cast_shadows) <boolean> (in all games since
)
- Determines if this entity will cast lightmap shadows.
FGD entry
If using func_null outside of Mapbase, add this FGD entry to the end of base.fgd:
@SolidClass base(info_null, Origin) = func_null :
"A nonexistent entity that gets ignored by the game (will cause an error in the console, but this can be ignored."
+ "Useful for invisible texlights, such as those appearing to be cast by props or which accentuate the light coming in through a window."
[
vrad_brush_cast_shadows(choices) : "Cast Baked Shadows" : 0 : "Set this if this brush casts lightmap shadows." =
[
0 : "No"
1 : "Yes"
]
]