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. 
Note: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. 
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.
AltNames: This entity is also tied to 
		
	
 (altname)  | 
				 (sounds like intended behaviour)  | 
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Because this entity isn't removed on compile, it still counts toward the [[edict]] limit for a split second until removed on map spawn.    | Because this entity isn't removed on compile, it still counts toward the [[edict]] limit for a split second until removed on map spawn.    | ||
{{ModernCodenote|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.    | {{ModernCodenote|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.    | ||
{{  | {{note|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.}}    | ||
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.}}  | 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.}}  | ||
{{AltNames|name1=info_null}}  | {{AltNames|name1=info_null}}  | ||
Revision as of 11:52, 11 August 2024
| 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.
info_null.  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. 
parentnameortarget).
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(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."
[
	targetname(target_source) : "Name" : : "Name to use if this is a target for lighting calculations"
	vrad_brush_cast_shadows(choices) : "Cast Baked Shadows" : 0 : "Set this if this brush casts lightmap shadows." =
	[
		0 : "No"
		1 : "Yes"
	]
]