This article's documentation is for anything that uses the Source engine. Click here for more information.

func_illusionary

From Valve Developer Community
Jump to navigation Jump to search
English (en)Translate (Translate)
Class hierarchy
CFuncIllusionary
CBaseEntity
bmodels.cpp
Recycle-warning.png
This is a preserved entity in Counter-Strike: SourceHalf-Life 2: DeathmatchDay of Defeat: SourceTeam Fortress 2Left 4 DeadPortal 2Counter-Strike: Global Offensive
If the game has round restart mechanics this entity may not behave as expected.

func_illusionary is a brush entity available in all Source Source games. It's a brush entity that has no collision.

Originally added as a legacy entity from GoldSrc GoldSrc for backwards compatibility, Valve has also used it in Source games (such as Half-Life 2 Half-Life 2 and Counter-Strike: Global Offensive Counter-Strike: Global Offensive) as a simple non-solid brush. func_brush with its Solidity property set to Never Solid will act the same, except it allows more options to be modified. This entity can be used for simplicity or clarity if less functionality is needed, as it is always non-solid.

Tip.pngTip:To make a brush non-solid without wasting an edict, use %CompileNonSolid materials on an func_detail instead.
Icon-Bug.pngBug:This entity will set its angles to 0 0 0 upon spawning. This means the entity contained inside rotated instances will not be rotated correctly! (Fixed in Left 4 Dead 2)
PlacementTip.pngWorkaround:Use func_brush instead which does not have this problem, or collapse the instance.
  (tested in: Team Fortress 2)

Keyvalues

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

See also