Func illusionary: 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.
Warning:This entity will set its angles to 0 0 0 upon spawning. This means that func_illusionaries inside of instances will be broken! (this issue is not present in
because angles aren't set to 0 0 0)
Workaround:Use func_brush instead which does not have this problem or collapse the instance.
Important:This is a preserved entity in 





.
If the game has round restart mechanics this entity may not behave as expected:
Note:For Keyvalues and Inputs affecting brush rendering, see Brush entity/Rendering related keyvalues and inputs
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{{LanguageBar}} | {{LanguageBar}} | ||
{{ | {{TabsBar|main=gs|base=Func illusionary}} | ||
{{CD|CFuncIllusionary|file1=bmodels.cpp}} | {{CD|CFuncIllusionary|base=CBaseEntity|file1=bmodels.cpp}} | ||
{{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 04:47, 15 September 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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