Func nobuild: Difference between revisions

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==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 engineer's ability to build and thus a func_nobuild does not have to be placed in the same location as a func_respawnroom.
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.
{{Note|Keep in mind that a func_nobuild only prevents the center of engineer's buildable structures from being placed on top of a surface, not the whole structure; parts of the buildable can actually overlap the func_nobuild area.}} <!-- todo: add picture example here... -->


==Ledges==
==Ledges==

Revision as of 11:45, 1 November 2008

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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.

Note.pngNote:Keep in mind that a func_nobuild only prevents the center of engineer's buildable structures from being placed on top of a surface, not the whole structure; parts of the buildable can actually overlap the func_nobuild area.


Ledges

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.

Example Map

An example map demonstrating the entity in use can be downloaded here: http://www.mediafire.com/?vl4dxzxktzf

Keyvalues

Inputs

Outputs