Creating a brush entity: Difference between revisions

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The standard for every brush entity is defined in the actual game's settings, but it is usually [[func_detail]], which is solid for everything.
The standard for every brush entity is defined in the actual game's settings, but it is usually [[func_detail]], which is solid for everything.
=== List of HL2 Brush Entities ===
*[[color correction volume]]
*[[env bubbles]]
*[[env embers]]
*[[func areaportal]]
*[[func areaportalwindow]]
*[[func breakable]]
*[[func breakable surf]]
*[[func brush]]
*[[func button]]
*[[func clip vphysics]]
*[[func combine ball spawner]]
*[[func conveyor]]
*[[func detail]]
*[[func door]]
*[[func door rotating]]
*[[func dustcloud]]
*[[func dustmotes]]
*[[func guntarget]]
*[[func healthcharger]]
*[[func illusionary]]
*[[func lod]]
*[[func lookdoor]]
*[[func monitor]]
*[[func movelinear]]
*[[func occluder]]
*[[func physbox]]
*[[func platrot]]
*[[func precipitation]]
*[[func recharge]]
*[[func rot button]]
*[[func rotating]]
*[[func smokevolume]]
*[[func tank]]
*[[func tankairboatgun]]
*[[func tankapcrocket]]
*[[func tanklaser]]
*[[func tankmortar]]
*[[func tankphyscannister]]
*[[func tankpulselaser]]
*[[func tankrocket]]
*[[func tanktrain]]
*[[func trackautochange]]
*[[func trackchange]]
*[[func tracktrain]]
*[[func traincontrols]]
*[[func vehicleclip]]
*[[func wall]]
*[[func wall toggle]]
*[[func water analog]]
*[[game zone player]]
*[[info apc missile hint]]
*[[momentary rot button]]
*[[npc heli avoidbox]]
*[[npc heli nobomb]]
*[[trigger autosave]]
*[[trigger changelevel]]
*[[trigger gravity]]
*[[trigger hurt]]
*[[trigger impact]]
*[[trigger look]]
*[[trigger multiple]]
*[[trigger once]]
*[[trigger physics trap]]
*[[trigger playermovement]]
*[[trigger proximity]]
*[[trigger push]]
*[[trigger remove]]
*[[trigger rpgfire]]
*[[trigger serverragdoll]]
*[[trigger soundscape]]
*[[trigger teleport]]
*[[trigger transition]]
*[[trigger vphysics motion]]
*[[trigger waterydeath]]
*[[trigger weapon dissolve]]
*[[trigger weapon strip]]
*[[trigger wind]]
[[Category:Glossary]]
[[Category:Glossary]]

Revision as of 14:57, 2 November 2007

Brush entities are built from brushes and utilize their geometrical volume or physical features (i.e. for an area to effect or for a button). They include things such as triggers, conveyor belts, and rain.

How to create a brush entity

  1. Create a new world brush.
  2. Select it in one of the 2D views.
  3. Right-click on it.
  4. Choose Tie to Entity from the right-click menu. (Or press Ctrl+T)
  5. Select the type of brush entity to create from the Class list.
  6. Click Apply.

The standard for every brush entity is defined in the actual game's settings, but it is usually func_detail, which is solid for everything.

List of HL2 Brush Entities