func_illusionary is a brush entity available in all Source games.
func_illusionary is a brush entity that has no collisions.
Originally added as a legacy entity from Half-Life provided for backwards compatibility, Valve has also used it in Source games to have a non-solid brush (such as Half-Life 2 or Counter-Strike Global Offensive). It doesn't work inside func_instance, because it won't be rotated correctly. func_brush with its Solidity property set to Never Solid will act the same, however allows more options to be modified. This entity can be used for simplicity if less functionality is needed, as it is always non-solid.
- Minimum Light Level
- The minimum level of ambient light that hits this brush.
- Entity Scripts
- Space delimited list of VScript files (without file extension) that are executed after all entities have spawned. The scripts are all executed in the same script scope, later ones overwriting any identical variables and functions.
- Script think function
- Name of a function in this entity's script which will be called automatically every 100 milliseconds (ten times a second) for the duration of the script. It can be used to create timers or to simulate autonomous behavior. The return value (if present) will set the time until the next call. Note: Try to avoid expensive operations in this function, as it may cause performance problems.
- 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.Warning: In , parenting this entity to another can break your map.
- Origin (X Y Z)
- The position of this entity's center in the world. Rotating entities typically rotate around their origin.
- Render Mode
- Set a non-standard rendering mode on this entity.
- Render FX / Transparency (0 - 255)
- Transparency amount, requires a Render Mode other than Normal. 0 is invisible, 255 is fully visible.
- Render Color (R G B)
- Color tint.
- Disable Receiving Shadows
- Prevent the entity from receiving shadows on itself.
- Render FX
- Preset pattern of appearance effects.
- Disable Shadows
- Prevents the entity from creating cheap render-to-texture shadows, or lightmap shadows if the entity is a
prop_static. Does not affect shadow mapping.
- Disable ShadowDepth
- Used to disable rendering into shadow depth (for projected textures) for this entity.
- Projected Texture Cache
- Used to hint projected texture system whether it is sufficient to cache shadow volume of this entity or to force render it every frame instead.
- 0 : Default
- 1 : No cache - render every frame
- 2 : Cache it - render only once
- Removes this entity from the world.
- Removes this entity and its children from the world. Note: Entities already remove orphaned children upon being removed, but this input removes all children on the same frame, being marginally faster than
- Adds a keyvalue/output to this entity. It can be potentially very dangerous, use with care.
<output name> <targetname>:<inputname>:<parameter>:<delay>:<max times to fire, -1 means infinite>
- Fire the
OnUseroutputs; see User Inputs and Outputs.
- Same as a player invoking +use; may not do anything depending on the entity. Can also be invoked by firing an output that does not specify an input.
- Execute a VScript file from disk, without file extension. The script contents are merged with the script scope of the receiving entity.
- Execute a string of VScript source code in the scope of the entity receiving the input. String quotation may be needed when fired via console. Bug: In , the code is executed in the script scope of the entity that fires the output, not the one receiving the input.Warning: Never try to pass string parameters to a script function with this input. It will corrupt the VMF structure because of the nested quotation marks, which then must be removed manually with a text editor.
- Execute a VScript function in the scope of the receiving entity.
- Send this entity to a spot in the map. If the entity is parented to something, it will be offset from the parent by this amount.
- Set this entity's angles.
- Move with this entity. See Entity Hierarchy (parenting).
- 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.
- As above, but without teleporting. The entity retains its position relative to the attachment at the time of the input being received.
- Removes this entity from the the movement hierarchy, leaving it free to move independently.
- Sets the entity's transparency to a number from 0 (invisible) to 255 (fully visible). Requires the entity to have its Render Mode (rendermode) set to a number other than
- Sets an RGB color for the entity.
- These outputs each fire in response to the firing of the like-numbered
FireUser4Input; see User Inputs and Outputs.
- This output fires when the entity is killed and removed from the game.