Func illusionary: Difference between revisions
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Warning:In
, parenting this entity to another can break your map.
Note:This entity doesn't work inside func_instance, because it won't be rotated correctly.
(-added class hierarchy, cleanup) |
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{{lang|Func illusionary}} | {{lang|Func illusionary|title=func_illusionary}} | ||
{{CD|CFuncIllusionary|file1=bmodels.cpp}} | {{CD|CFuncIllusionary|file1=bmodels.cpp}} | ||
{{ | {{entity|func_illusionary|type=e2}} It's a brush entity that has no collision. | ||
{{warning|In {{css}}, [[Counter-Strike Source Entity Overview#Counter-Strike Round Restarts|parenting this entity to another can break your map]].}} | {{warning|In {{css}}, [[Counter-Strike Source Entity Overview#Counter-Strike Round Restarts|parenting this entity to another can break your map]].}} | ||
Revision as of 07:28, 24 January 2023


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CFuncIllusionary |
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Template:Entity It's a brush entity that has no collision.


Originally added as a legacy entity from GoldSrc for backwards compatibility, Valve has also used it in Source games (such as
Half-Life 2 or
Counter-Strike: Global Offensive) as a non-solid brush. func_brush with its Solidity property set to Never Solid will act the same, except it allows more options to be modified. This entity can be used for simplicity if less functionality is needed, as it is always non-solid.

Keyvalues
- 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