Func illusionary: Difference between revisions

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==Entity description==
==Entity description==
It is an '''obsolete''' entity from [[Half-Life]] provided for backwards compatibility. It doesn't work inside [[func_instance]], because it won't be rotated correctly. Has been replaced by the [[func_brush]] with its ''Solidity'' property set to ''Never Solid''.
It is an '''obsolete''' entity from [[Half-Life]] provided for backwards compatibility, and also used in [[Half-Life 2]] in some cases. (Decompiling maps from Point Insertion will show breakable windows use 2 func_illusionary's each) It doesn't work inside [[func_instance]], because it won't be rotated correctly. Has been replaced by the [[func_brush]] with its ''Solidity'' property set to ''Never Solid''.
This entity can be used for simplicity if less functionality is needed, as it is always non-solid.
This entity can be used for simplicity if less functionality is needed, as it is always non-solid.



Revision as of 16:15, 14 May 2021

Obsolete-notext.png
This entity is obsolete. Its use is discouraged. It may only exist/function in older engine branches.

Template:Base brush Legacy support only. Use func_brush instead.

Entity description

It is an obsolete entity from Half-Life provided for backwards compatibility, and also used in Half-Life 2 in some cases. (Decompiling maps from Point Insertion will show breakable windows use 2 func_illusionary's each) It doesn't work inside func_instance, because it won't be rotated correctly. Has been replaced by the func_brush with its Solidity property set to Never Solid. This entity can be used for simplicity if less functionality is needed, as it is always non-solid.

Keyvalues

Minimum Light Level (_minlight) <string>
The minimum level of ambient light that hits this brush.
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

Parentname:
Parent (parentname) <targetname>
Specifies a movement parent. An entity will maintain its initial offset from its parent. An attachment point can be added to the end of the name, separated by a comma.

Origin:

Origin (X Y Z) (origin) <origin>
The position of this entity's center in the world. Rotating entities typically rotate around their origin.

RenderFields:


Render Mode (rendermode) <byte choices>
Set a non-standard rendering mode on this entity.
Render Modes
  • 0: Normal
  • 1: Color
  • 2: Texture
  • 3: Glow
  • 4: Solid/Alphatest Obsolete
  • 5: Additive
  • 6: Removed, does nothing Obsolete
  • 7: Additive Fractional Frame
  • 8: Alpha Add
  • 9: World Space Glow
  • 10: Don't Render
Render FX (renderfx) <byte choices>
Various somewhat legacy alpha effects. See render effects.
Render Amount / Transparency (renderamt) <byte>
Transparency amount, requires a Render Mode other than Normal. 0 is invisible, 255 is fully visible.
Render Color (R G B) (rendercolor) <color255>
Color tint.

Shadow:

Disable Shadows (disableshadows) <boolean>
Prevents the entity from creating cheap render-to-texture shadows, or lightmap shadows if the entity is a prop_static. Does not affect shadow mapping.
Disable Receiving Shadows (disablereceiveshadows) <boolean>
Prevent the entity from receiving dynamic shadows on itself.
Shadow Cast Distance (shadowcastdist) <integer> !FGD
Sets how far the entity casts dynamic shadows. 0 means default distance from the shadow_control entity.
Disable Shadow Depth (disableshadowdepth) <boolean> (in all games since Portal 2)
Used to disable rendering into shadow depth (for projected textures) for this entity.
Disable flashlight (disableflashlight) <boolean> (in all games since Portal 2)
Used to disable projected texture lighting and shadows on this entity.
Projected Texture Cache (shadowdepthnocache) <integer choices> (in all games since Portal 2)
Used to hint projected texture system whether it is sufficient to cache shadow volume of this entity or to force render it every frame instead.
Choices
  • 0 : Default
  • 1 : No cache - render every frame
  • 2 : Cache it - render only once

Inputs

Parentname:
SetParent <stringRedirectInput/string>
Move with this entity. See Entity Hierarchy (parenting).
SetParentAttachment <stringRedirectInput/string>
Change this entity to attach to a specific attachment point on its parent. The entity will teleport so that the position of its root bone matches that of the attachment. Entities must be parented before being sent this input.
SetParentAttachmentMaintainOffset <stringRedirectInput/string>
As above, but without teleporting. The entity retains its position relative to the attachment at the time of the input being received.
ClearParent
Removes this entity from the the movement hierarchy, leaving it free to move independently.

RenderFields:

Alpha <integer 0–255>
Sets the entity's transparency to a number from 0 (invisible) to 255 (fully visible). Requires the entity to have its rendermode set to a number other than 0.
Color <color255RedirectInput/color32>
Sets an RGB color for the entity.

Shadow:

DisableShadow
Turn dynamic shadows off for this entity. Identical to applying  EF_NOSHADOW.
EnableShadow
Turn dynamic shadows on for this entity.
DisableReceivingFlashlight  (in all games since Portal 2)
This object will not receive light or shadows from projected textures.
EnableReceivingFlashlight  (in all games since Portal 2)
This object may receive light or shadows from projected textures.

Outputs

See also