Func nobuild

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Revision as of 15:42, 28 March 2018 by Ficool2 (talk | contribs) (Enabling/Disabling has been fixed on this entity.)
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Template:Tf2 brush

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.

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.
The required 96 units for each accessible side.

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

Name (targetname) <string>[ Edit ]
The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g. parentname or target).
Also displayed in Hammer's 2D views and Entity Report.
See also:  Generic Keyvalues, Inputs and Outputs available to all entities

Parentname:
Parent (parentname) <targetname>
Specifies a movement parent. An entity will maintain its initial offset from its parent. An attachment point can be added to the end of the name, separated by a comma.
TeamNum:
Initial Team (TeamNum) <choices>
Which Team the entity belongs / is assigned to on spawn
  • 0: None
  • 1: Spectator/Halloween Souls Team Fortress 2
  • 2: RED Team Fortress 2
  • 3: BLU/Robots Team Fortress 2
  • 5: Halloween Bosses (only in Team Fortress 2) !FGD


Allow Sentries ([todo internal name (i)]) <boolean>
Allow or Disallow building sentries.
Allow Dispensers ([todo internal name (i)]) <boolean>
Allow or Disallow building dispensers.
Allow Teleportres ([todo internal name (i)]) <boolean>
Allow or Disallow building teleporters.
Start Disabled (StartDisabled) <boolean>
Stay dormant until activated (with theEnableinput).

Inputs

Parentname:
SetParent <stringRedirectInput/string>
Move with this entity. See Entity Hierarchy (parenting).
SetParentAttachment <stringRedirectInput/string>
Change this entity to attach to a specific attachment point on its parent. The entity will teleport so that the position of its root bone matches that of the attachment. Entities must be parented before being sent this input.
SetParentAttachmentMaintainOffset <stringRedirectInput/string>
As above, but without teleporting. The entity retains its position relative to the attachment at the time of the input being received.
ClearParent
Removes this entity from the the movement hierarchy, leaving it free to move independently.
SetActive
Activates the nobuild zone.
SetInactive
Deactivates the nobuild zone.
ToggleActive
Toggle the state of the nobuild zone.

EnableDisable:

Enable / Disable
Enable/disable this entity from performing its task. It might also disappear from view.

Outputs