Func nobuild: Difference between revisions
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| {{wrongtitle|title=func_nobuild}} | {{wrongtitle|title=func_nobuild}} | ||
| ==Entity Description== | ==Entity Description== | ||
| A func_nobuild entity will restrict an engineer from building in the specific area it contains. | A func_nobuild entity will restrict an engineer from building in the specific area it contains. | ||
| ==Availability== | ==Availability== | ||
| This brush-based [[entity]] is exclusive to Team Fortress 2. | This brush-based [[entity]] is exclusive to Team Fortress 2. | ||
| ==Normal Use== | ==Normal Use== | ||
| A func_nobuild area should come in contact with the top side of the brush you don't want the engineer to build upon.  The func_nobuild should also be at least 96 units high to keep an engineer from bypassing it by jumping above it.  Keep in mind that a [[func_respawnroom]] entity also blocks an  | A func_nobuild area should come in contact with the top side of the brush you don't want the engineer to build upon.  The func_nobuild should also be at least 96 units high to keep an engineer from bypassing it by jumping above it.  Keep in mind that a [[func_respawnroom]] entity also blocks an engineer's ability to build and thus a func_nobuild does not have to be placed in the same location as a func_respawnroom. | ||
| ==Ledges== | ==Ledges== | ||
| [[Image: | [[Image:Nobuild_ledge.gif|thumb|right|The required 96 units for each accessible side]] | ||
| High ledges present an element a bit different from a standard floor surface.  If there is a ledge you do not want an engineer to build upon, the func_nobuild brush should not only be 96 units above the surface, but 96 units below the surface as well, with the func_nobuild brush overlapping the ledge.  It should also stick out 96 units from all accessible sides of the ledge.  If the ledge is less then 96 units above a larger flat surface, the func_nobuild only needs to touch the top of the surface the ledge is above. | High ledges present an element a bit different from a standard floor surface.  If there is a ledge you do not want an engineer to build upon, the func_nobuild brush should not only be 96 units above the surface, but 96 units below the surface as well, with the func_nobuild brush overlapping the ledge.  It should also stick out 96 units from all accessible sides of the ledge.  If the ledge is less then 96 units above a larger flat surface, the func_nobuild only needs to touch the top of the surface the ledge is above. | ||
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| *{{kv enabledisable}} | *{{kv enabledisable}} | ||
| *{{kv tfteam}} | *{{kv tfteam}} | ||
| ==Inputs== | ==Inputs== | ||
| *{{i targetname}} | *{{i targetname}} | ||
| *{{i enabledisable}} | *{{i enabledisable}} | ||
| ==Outputs== | ==Outputs== | ||
| *{{o targetname}} | *{{o targetname}} | ||
| [[Category:Team Fortress 2 Entities]] | [[Category:Team Fortress 2 Entities]] | ||
Revision as of 22:49, 11 September 2008
Entity Description
A func_nobuild entity will restrict an engineer from building in the specific area it contains.
Availability
This brush-based entity is exclusive to Team Fortress 2.
Normal Use
A func_nobuild area should come in contact with the top side of the brush you don't want the engineer to build upon. The func_nobuild should also be at least 96 units high to keep an engineer from bypassing it by jumping above it. Keep in mind that a func_respawnroom entity also blocks an engineer's ability to build and thus a func_nobuild does not have to be placed in the same location as a func_respawnroom.
Ledges
High ledges present an element a bit different from a standard floor surface. If there is a ledge you do not want an engineer to build upon, the func_nobuild brush should not only be 96 units above the surface, but 96 units below the surface as well, with the func_nobuild brush overlapping the ledge. It should also stick out 96 units from all accessible sides of the ledge. If the ledge is less then 96 units above a larger flat surface, the func_nobuild only needs to touch the top of the surface the ledge is above.
Example Map
An example map demonstrating the entity in use can be downloaded here: http://www.mediafire.com/?vl4dxzxktzf
