Func brush: Difference between revisions

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m (Added some minor information about L4D2)
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{{KV|Invert NPC class exclusion|intn=invert_exclusion|bool|If set, then the excluded NPC class will consider this brush solid, and all ''other'' NPC classes will consider it non-solid.}}
{{KV|Invert NPC class exclusion|intn=invert_exclusion|bool|If set, then the excluded NPC class will consider this brush solid, and all ''other'' NPC classes will consider it non-solid.}}
{{KV EnableDisable}}
{{KV EnableDisable}}
:{{Bug|Start Disabled doesn't seem to work in {{l4d2}}}}
::{{Workaround|Use logic_auto with an output to Disable the func_brush}}
:{{tip|If '''Solidity''' is ''Toggle'', disabling will also make the entity non-solid.}}
:{{tip|If '''Solidity''' is ''Toggle'', disabling will also make the entity non-solid.}}
{{KV visiblebrush|l4d=1}}
{{KV visiblebrush|l4d=1}}

Revision as of 09:34, 6 July 2023

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C++ Class hierarchy
CFuncBrush
CBaseEntity
C++ modelentities.cpp

Template:Entity It's a generic brush entity with various features.

It combines the functions of func_wall, func_illusionary and func_wall_toggle from Goldsource. The older entities can still be used, for an insignificant amount of memory saved.

Icon-Important.pngImportant:This is a preserved entity in Counter-Strike: SourceHalf-Life 2: DeathmatchDay of Defeat: SourcePortal 2Counter-Strike: Global Offensive.
If the game has round restart mechanics this entity may not behave as expected:
More info
  • On a new round entities with this classname will intentionally not reset. You can use logic_auto to emulate resetting it.
  • Killing it removes it forever, as it is not respawned on a new round.
  • It cannot be spawned with a point_template.
  • Parenting this with non-preserved entities may have undesirable effects.
C++ In code, it is represented by theCFuncBrushclass, defined in themodelentities.cppfile.

Keyvalues

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.
NPC class excluded from collisions (excludednpc) <classname>
If an NPC classname (i.e. npc_zombie) is specified here, NPCs of that type won't collide with these brushes.
Invert NPC class exclusion (invert_exclusion) <boolean>
If set, then the excluded NPC class will consider this brush solid, and all other NPC classes will consider it non-solid.
Start Disabled (StartDisabled) <boolean>
Stay dormant until activated (with theEnableinput).
Icon-Bug.pngBug:Start Disabled doesn't seem to work in Left 4 Dead 2  [todo tested in ?]
PlacementTip.pngWorkaround:Use logic_auto with an output to Disable the func_brush
Tip.pngTip:If Solidity is Toggle, disabling will also make the entity non-solid.
Red x.png
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Please use {{Brush rendering note}} instead.
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Flags

Ignore player +USE - Entity will ignore all Use inputs, including ones from the player. : [2]

Inputs

SetExcluded
Change the NPC class that does not collide with the brush.
SetInvert
Whether to reverse the NPC class exclusion rule.
Toggle  !FGD
Toggles the enabled state of the entity

EnableDisable:

Enable / Disable
Enable/disable this entity from performing its task. It might also disappear from view.
SetDamageFilter <targetnameRedirectInput/string>
Sets a filter for this entity for when it receives damage.
EnableDamageForces
Allows the entity to be pushed by damage done to it (usually force amount correlates with the damage done).
DisableDamageForces
Prevents the entity from being pushed by damage done to it.
Todo: move/mention at proper place


Outputs