Func nobuild
Entity Description
A func_nobuild entity will restrict an Engineer from building in the specific area it contains.
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.
func_nobuild only prevents the center of the Engineer's buildings from being placed on top of a surface, not the whole structure; parts of the building can actually overlap the func_nobuild area.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.
Keyvalues
- Start Disabled (StartDisabled) <boolean>
- Stay dormant until activated (with the
Enableinput).
- Destroy Buildings ([todo internal name (i)]) <boolean>
- Whether or not to destroy buildings already within the volume once it activates.
Inputs
EnableDisable:
- Enable / Disable
- Enable/disable this entity from performing its task. It might also disappear from view.
- SetTeam <integer>
- Sets which team to be aligned with.
- SetActive
- Activates the nobuild zone.
- SetInactive !FGD
- Deactivates the nobuild zone.
- ToggleActive !FGD
- Toggle the state of the nobuild zone.