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func_brush

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Revision as of 10:25, 12 December 2024 by N0one (talk | contribs) (Created page with "{{LanguageBar}} {{CD|CFuncBrush|file1=modelentities.cpp}} {{toc-right}} {{this is a|brush entity|name=func_brush}} It's a generic brush entity with various features. It combines the functions of {{ent|func_wall}}, {{ent|func_illusionary}}, and {{ent|func_wall_toggle}} from {{quake|2}} and {{goldsrc|2}}. The older entities can still be used, for an insignificant amount of memory saved. {{PreservedEnt|func_brush}} {{note|The brush can be partly entered about 0.5 units....")
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C++ Klasna hijerarhija
CFuncBrush
CBaseEntity
C++ modelentities.cpp

func_brush je četkasti entitet(en) dostupan u svim Source Source igrama. It's a generic brush entity with various features.

It combines the functions of func_wall, func_illusionary, and func_wall_toggle from Quake Quake and GoldSrc GoldSrc. The older entities can still be used, for an insignificant amount of memory saved.

Icon-Important.pngVažno:This is a preserved entity in Counter-Strike: SourceHalf-Life 2: DeathmatchDay of Defeat: SourcePortal 2Counter-Strike: Global Offensive.
If the game has round restart mechanics this entity may not behave as expected:
More info
  • On a new round entities with this classname will intentionally not reset. You can use logic_auto to emulate resetting it.
  • Killing it removes it forever, as it is not respawned on a new round.
  • It cannot be spawned with a point_template.
  • Parenting this with non-preserved entities may have undesirable effects.
Note.pngBilješka:The brush can be partly entered about 0.5 units. Other brush entities don't seem to behave this way (observed in Left 4 Dead 2 by placing 2 brushes flush next to each other, making one func_brush and then when walking along them you'll get stopped at the point they meet which won't happen if for example func_wall_toggle is used)
Setting solidbsp keyvalue to 1 seems to fix the issue.

Keyvalues

Note.pngBilješka:For Keyvalues and Inputs affecting brush rendering, see Brush entity/Rendering related keyvalues and inputs


Name(en) (targetname) <niz(en)>[ Edit ]
Naziv kojim se drugi entiteti referiraju na ovaj entitet, putem Ulazi/Izlazi(en) ili drugih ključ vrijednosti(en) (npr. parentname(en) ili target).
Također se prikazuje u Hammerovim 2D prikazima i Entity Report(en).
Vidi također:  Generički ključ_vrijednosti, ulazi i izlazi(en) dostupni svim entitetima

Solidity (Solidity) <izbora>
Used to control the solidity/collision of these brushes.
  • 0: Toggle - The solidity can be toggled together with its visibility.
  • 1: Never Solid
  • 2: Always Solid
Icon-Bug.pngGreška:npc_combine_s can walk through no matter what type of solidity is set by using scripted_sequence  [to-do: testirano u ?]
Solid BSP (solidbsp) <Booleov(en)>
Set this to BSP if the player seems to rotate oddly relative to the surface.
NPC class excluded from collisions (excludednpc) <classname(en)>
If an NPC classname (i.e. npc_zombie) is specified here, NPCs of that type won't collide with these brushes.
Note.pngBilješka:Not usable with anything in Left 4 Dead serijaLeft 4 Dead serija
Invert NPC class exclusion (invert_exclusion) <Booleov(en)>
If set, then the excluded NPC class will consider this brush solid, and all other NPC classes will consider it non-solid.
StartDisabled (StartDisabled) <Booleov(en)>
If true brush will start invisible, and if solidity is not set to Always Solid it will also be non-solid
Tip.pngSavjet:If Solidity is Toggle, disabling will also make the entity non-solid.

Flags

Ignore player +USE : [2]
Entity will ignore all Use inputs, including ones from the player.

Inputs

SetExcluded
Change the NPC class that does not collide with the brush.
SetInvert
Whether to reverse the NPC class exclusion rule.
Enable
Make the brush visible and if solidity is not set to Never Solid make it solid
Disable
Make the brush invisible and if solidity is not set to Always Solid make it non-solid
Warning.pngUpozorenje:The invisiblity is achieved by applying EF_NODRAW which makes the entity ignored on client therefore if solidity was Always Solid moving against the brush collision will feel jittery  (testirano u: l4d2)
Toggle  !FGD
Toggles the enabled state of the entity

See Also