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Template:Archived Page History/Func illusionary/en: Difference between revisions

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m (Updated old entity format to {{this is a}}. This action was perfomed by a bot.)
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{{note|This entity doesn't work inside {{ent|func_instance}}, because it won't be rotated correctly.}}
{{note|This entity doesn't work inside {{ent|func_instance}}, because it won't be rotated correctly.}}
{{warning|This entity counts toward the number of max [[edicts]]. Consider using a [[%CompileNonSolid]] material on an {{ent|func_detail}} instead.}}  
{{warning|This entity counts toward the number of max [[edicts]]. Consider using a [[%CompileNonSolid]] material on an {{ent|func_detail}} instead.}}  
{{PreservedEnt|func_illusionary}}
== Keyvalues ==
== Keyvalues ==
{{KV Targetname}}
{{KV Targetname}}

Revision as of 20:10, 8 February 2024

Flag-white.pngEnglish (en)
C++ Class hierarchy
CFuncIllusionary
CBaseEntity
C++ bmodels.cpp

func_illusionary is an e2 available in all Source Source games. It's a brush entity that has no collision.

Warning.pngWarning:In Counter-Strike: Source Counter-Strike: Source parenting this entity to another can break your map.

Originally added as a legacy entity from GoldSrc GoldSrc for backwards compatibility, Valve has also used it in Source games (such as Half-Life 2 Half-Life 2 or Counter-Strike: Global Offensive 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.

Note.pngNote:This entity doesn't work inside func_instance, because it won't be rotated correctly.
Warning.pngWarning:This entity counts toward the number of max edicts. Consider using a %CompileNonSolid material on an func_detail instead.
Icon-Important.pngImportant:This is a preserved entity in Counter-Strike: SourceHalf-Life 2: DeathmatchDay of Defeat: SourceTeam Fortress 2Left 4 DeadPortal 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.

Keyvalues

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

See also