func_brush
Jump to navigation
Jump to search
Class hierarchy |
---|
CFuncBrush |
modelentities.cpp |
func_brush
is a brush entity available in all 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 and GoldSrc. The older entities can still be used, for an insignificant amount of memory saved.
Important:This is a preserved entity in .
- 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:The brush can be partly entered about 0.5 units. Other brush entities don't seem to behave this way (observed in 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
Setting
solidbsp
keyvalue to 1 seems to fix the issue.Keyvalues
Note: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
ortarget
).
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
- Bug: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.
- 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 toAlways Solid
it will also be non-solid - Tip: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 toNever Solid
make it solid
- Disable
- Make the brush invisible and if
solidity
is not set toAlways Solid
make it non-solid - Warning: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