func_illusionary
Jump to navigation
Jump to search

Tip:To make a brush non-solid without wasting an edict, use %CompileNonSolid materials on an func_detail instead.
Bug: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
)
Workaround:Use func_brush instead which does not have this problem, or collapse the instance.
(tested in:
)
Important:This is a preserved entity in 






.
NoteFor Keyvalues and Inputs affecting brush rendering, see Brush entity/Rendering related keyvalues and inputs


![]() |
---|
CFuncIllusionary |
![]() |
func_illusionary
is a brush entity available in all Source games. It's a brush entity that has no collision.
Originally added as a legacy entity from GoldSrc for backwards compatibility, Valve has also used it in Source games (such as
Half-Life 2 or
Counter-Strike: Global Offensive) as a 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.














- 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.
Keyvalues

- 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