func_nobuild
func_nobuild
is a brush entity available in Team Fortress 2.
Entity Description
A func_nobuild
entity will restrict an Engineer from building in the specific area it contains.
Normal Use
A func_nobuild
area should come in contact with the top side of the brush you don't want the engineer to build upon. The func_nobuild
should also be at least 96 units high to keep an Engineer from bypassing it by jumping above it. Keep in mind that a func_respawnroom
entity also blocks an Engineer's ability to build, and thus a func_nobuild
does not have to be placed in the same location as a func_respawnroom.

func_nobuild
only prevents the center of the Engineer's buildings from being placed on top of a surface, not the whole structure; parts of the building can actually overlap the func_nobuild
area.
Ledges
High ledges present an element a bit different from a standard floor surface. If there is a ledge you do not want an engineer to build upon, the func_nobuild
brush should not only be 96 units above the surface, but 96 units below the surface as well, with the func_nobuild
brush overlapping the ledge. It should also stick out 96 units from all accessible sides of the ledge. If the ledge is less then 96 units above a larger flat surface, the func_nobuild
only needs to touch the top of the surface the ledge is above.
Keyvalues
Base:
- Collisions
(solid)
<choices> - Method of collision for this entity.
- 0: None
- 1: BSP (QPhysics) !FGD
Bug:In
, if an entity using QPhysics collisions is hit by Gel, the game will crash!
- 2: Bounding Box
- 3: Oriented Bounding Box (Use for runtime spawned brush entities meant to be rotated) !FGD
- 4: Oriented Bounding Box but constrained to Yaw only !FGD
- 5: Custom/Test (Usually no collision with anything) !FGD
- 6: VPhysics
- Parent
(parentname)
<targetname> - Maintain the same initial offset to this entity. An attachment point can also be used if separated by a comma at the end. (
parentname [targetname],[attachment]
)Tip:Entities transition to the next map with their parents
Tip:
phys_constraint
can be used as a workaround if parenting fails.
- Origin (X Y Z)
(origin)
<coordinates> - The position of this entity's center in the world. Rotating entities typically rotate around their origin.
Note:Hammer does not move the entities accordingly only in the editor.
- Pitch Yaw Roll (X Y Z)
(angles)
<angle> - This entity's orientation in the world. Pitch is rotation around the Y axis, yaw is the rotation around the Z axis, roll is the rotation around the X axis.
Note:This works on brush entities, although Hammer doesn't show the new angles.
- Classname
(classname)
<string> !FGD - Determines the characteristics of the entity before it spawns.
Note:Changing this on runtime still has use, like making matching an entry in S_PreserveEnts will persist the entity on new rounds!
TeamNum:
- Initial Team
(TeamNum)
<choices> - Which Team the entity belongs / is assigned to on spawn
- 0: None
- 1: Spectator/Halloween Souls
- 2: RED
- 3: BLU/Robots
- 5: Halloween Bosses (only in
) !FGD
EnableDisable:
- Start Disabled
(StartDisabled)
<boolean> - Stay dormant until activated (with the
Enable
input).
- Allow Sentries
(AllowSentry)
<boolean> - Allow or disallow building sentries.
- Allow Dispensers
(AllowDispenser)
<boolean> - Allow or disallow building dispensers.
- Allow Teleporters
(AllowTeleporters)
<boolean> - Allow or disallow building teleporters.
- Destroy Buildings
(DestroyBuildings)
<boolean> - Whether or not to destroy buildings already within the volume once it activates.
Inputs
Base:
AddContext
<string>- Adds to the entity's list of response contexts. See Context.
AddOutput
<string>- Assigns a new keyvalue/output on this entity. For keyvalues, some rely on extra necessary code to be ran and won't work if its simply just changed through this input. There is a strict format that must be followed:
// Format of changing KeyValues: "AddOutput [key] [value]"
//// Raw text:
"OnUser1" "!self,AddOutput,targetname new_name"
// Format of adding an Output: "AddOutput {targetname}:{inputname}:{parameter}:{delay}:{max times to fire, -1 means infinite}"
//// Raw text:
"OnUser1" "!self,AddOutput,OnUser1:SetParent:!activator:0.0:-1"
// Arguments can be left blank, but the empty blank should still be contained.
//// Raw text:
"OnUser1" "!self,AddOutput,OnUser1:ClearParent::0.0:-1"
|
ClearContext
- Removes all contexts from this entity's list.
ClearParent
- Removes this entity from the the movement hierarchy, leaving it free to move independently.
FireUser1
toFireUser4
- Fires the respective
OnUser
outputs; see User Inputs and Outputs.
Kill
- Removes this entity and any entities parented to it from the world.
KillHierarchy
- Functions the same as
Kill
, although this entity and any entities parented to it are killed on the same frame, being marginally faster thanKill
input.
RemoveContext
<string>- Remove a context from this entity's list. The name should match the key of an existing context.
SetParent
<string>- Move with this entity. See Entity Hierarchy (parenting).
SetParentAttachment
<string>- 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.
SetParentAttachmentMaintainOffset
<string>- As above, but without teleporting. The entity retains its position relative to the attachment at the time of the input being received.
EnableDisable:
Enable
Disable
- Enable/disable this entity from performing its task. It might also disappear from view.
SetTeam
<integer>- Sets which team to be aligned with.
SetActive
- Activates the nobuild zone.
SetInactive
!FGD- Deactivates the nobuild zone.
ToggleActive
!FGD- Toggle the state of the nobuild zone.

Outputs
Base:
OnUser1
toOnUser4
- These outputs each fire in response to the firing of the like-numbered
FireUser1
toFireUser4
Input; see User Inputs and Outputs.