Func block charge: Difference between revisions

From Valve Developer Community
Jump to navigation Jump to search
(→‎FGD Edits: added solidity lines, because the entity would compile as solid without them.)
(-removed useless information about keyvalues, inputs outputs and removed the gif because last stand usage of this entity is wrong and shouldn't be used as example. Will add different gif later)
Line 1: Line 1:
[[File:Func_block_charge.gif|320x200px|right|thumb|Click the GIF to animate it.]]
{{l4d2 brush|func_block_charge}} It forbids an AI Charger to charge when obscuring LOS with targeted player. AI Chargers however will still run and punch at targets.  
{{l4d2 brush|func_block_charge}} It forbids an AI Charger to charge when obscuring LOS with targeted player. AI Chargers however will still run and punch at targets.


{{warning|[[AABB]] is used for LOS obscuring, so clipping or rotating brushes does not change a brush's size as one expects.}}
{{warning|[[AABB]] is used for LOS obscuring, so clipping or rotating brushes does not change a brush's size as one expects.}}
{{note|The FGD entry is setup incorrectly!}}
{{note|The FGD entry is setup incorrectly!}}


== Keyvalues ==
{{Note| 1 and 0 respectively should be always chosen when using this entity}}
{{KV|Solidity|intn=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}}
{{KV|Solid BSP|intn=solidbsp|bool|Set this to BSP if the player seems to rotate oddly relative to the surface.
:*0: [[VPhysics]] - Always choose this one for this entity
:*1: BSP ([[QPhysics]])}}


== FGD Edits ==
== FGD Edits ==
Line 32: Line 41:
]</source>
]</source>
{{clr}}
{{clr}}
== Keyvalues ==
{{KV BaseEntity|l4d2=1}}
== Inputs ==
{{I BaseEntity|l4d2=1}}
== Outputs ==
{{O BaseEntity|l4d=1}}

Revision as of 13:22, 9 May 2022

Template:L4d2 brush It forbids an AI Charger to charge when obscuring LOS with targeted player. AI Chargers however will still run and punch at targets.

Warning.pngWarning:AABB is used for LOS obscuring, so clipping or rotating brushes does not change a brush's size as one expects.
Note.pngNote:The FGD entry is setup incorrectly!

Keyvalues

Note.pngNote: 1 and 0 respectively should be always chosen when using this entity


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.

FGD Edits

Here is a modified FGD Entry that keeps only the parts that seem to be used, based on data that has been filled out in original valve maps. Open steamapps\common\Left 4 Dead 2\bin\left4dead2.fgd and replace the func_block_charge section.

//Func_block_charge edits
@SolidClass base(Targetname, Parentname, Origin, Global, EnableDisable) = func_block_charge : "AI Chargers will not charge through this brush. (Based on Bounding Box!)"
[
	StartDisabled(choices) : "Start Disabled" : 0 =
	[
		0 : "No"
		1 : "Yes"
	]
	//Solidity added because it compiles solid without these lines.
	solidbsp(choices) : "Solid BSP" : 0 : "Set this if this brush is in heirarchy with a moving object of some kind, and the player can stand on this brush." =
	[
		0 : "No"
		1 : "Yes"
	]
		Solidity(choices) : "Solidity" : 1 : "Used to control the solidity/collision of these brushes." =
	[
		0 : "Toggle"
		1 : "Never Solid"
		2 : "Always Solid"
	]
	
]