Func nobuild: Difference between revisions
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*{{i targetname}} | *{{i targetname}} | ||
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It seems that enable and disable don't actually affect this entity. Tested with build 3686 on Jan 1 2009. Instead you can use the setactive and setinactive inputs to turn this entity "on" or "off". | |||
==Outputs== | ==Outputs== | ||
*{{o targetname}} | *{{o targetname}} | ||
[[Category:Team Fortress 2 Entities]] | [[Category:Team Fortress 2 Entities]] |
Revision as of 23:24, 2 January 2009
Entity Description
A func_nobuild entity will restrict an engineer from building in the specific area it contains.
Availability
This brush-based entity is exclusive to Team Fortress 2.
Normal Use
A func_nobuild area should come in contact with the top side of the brush you don't want the engineer to build upon. The func_nobuild should also be at least 96 units high to keep an engineer from bypassing it by jumping above it. Keep in mind that a func_respawnroom entity also blocks an engineer's ability to build and thus a func_nobuild does not have to be placed in the same location as a func_respawnroom.

Ledges
High ledges present an element a bit different from a standard floor surface. If there is a ledge you do not want an engineer to build upon, the func_nobuild brush should not only be 96 units above the surface, but 96 units below the surface as well, with the func_nobuild brush overlapping the ledge. It should also stick out 96 units from all accessible sides of the ledge. If the ledge is less then 96 units above a larger flat surface, the func_nobuild only needs to touch the top of the surface the ledge is above.
Example Map
An example map demonstrating the entity in use can be downloaded here: http://www.mediafire.com/?vl4dxzxktzf
Keyvalues
Inputs
It seems that enable and disable don't actually affect this entity. Tested with build 3686 on Jan 1 2009. Instead you can use the setactive and setinactive inputs to turn this entity "on" or "off".