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func_brush

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Class hierarchy
CFuncBrush
CBaseEntity
modelentities.cpp

func_brush is a brush entity available in all Source Source games. 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.pngImportant:This is a preserved entity in Counter-Strike: SourceHalf-Life 2: DeathmatchDay of Defeat: SourcePortalPortal 2Counter-Strike: Global Offensive.
  • 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.pngNote: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.pngNote:For Keyvalues and Inputs affecting brush rendering, see Brush entity/Rendering related keyvalues and inputs


Name (targetname) <string>
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

Solidity (Solidity) <choices>
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.pngBug:npc_combine_s can walk through no matter what type of solidity is set by using scripted_sequence  [todo tested in?]
Solid BSP (solidbsp) <boolean>
Set this to BSP if the player seems to rotate oddly relative to the surface.
NPC class excluded from collisions (excludednpc) <classname>
If an NPC classname (i.e. npc_zombie) is specified here, NPCs of that type won't collide with these brushes.
Note.pngNote:Not usable with anything in Left 4 Dead series
Invert NPC class exclusion (invert_exclusion) <boolean>
If set, then the excluded NPC class will consider this brush solid, and all other NPC classes will consider it non-solid.
StartDisabled (StartDisabled) <boolean>
If true brush will start invisible, and if solidity is not set to Always Solid it will also be non-solid
Tip.pngTip: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.pngWarning: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  (tested in: l4d2)
Toggle  !FGD
Toggles the enabled state of the entity

See Also