Template:Archived Page History/Func illusionary/en: Difference between revisions
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Tip:If you want non-solid brush without wasting an edict use %CompileNonSolid materials on an func_detail instead.
Important:This is a preserved entity in 





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If the game has round restart mechanics this entity may not behave as expected:
Note:Archived page history
Important:These pages are linked often from page history logs so Special:WhatLinksHere will not show anything.
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{{this is a|brush entity|name=func_illusionary}} It's a brush entity that has no collision. | {{this is a|brush entity|name=func_illusionary}} It's a brush entity that has no collision. |
Revision as of 17:17, 12 July 2024
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CFuncIllusionary |
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func_illusionary
is a brush entity available in all Source games. 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.









If the game has round restart mechanics this entity may not behave as expected:
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Keyvalues

This template (and its redirect) is
Deprecated. Its use is not recommended and its functionality may be compromised.
Please use {{Brush rendering note}} instead.
You can help our editors by replacing or deleting this template on the Pages that use this template. Once no more pages use this template, it should be Marked for deletion.

Please use {{Brush rendering note}} instead.
You can help our editors by replacing or deleting this template on the Pages that use this template. Once no more pages use this template, it should be Marked for deletion.


Inputs
- SetDamageFilter <targetname>
- 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