A func_nobuild entity will restrict an engineer from building in the specific area it contains.
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.
LedgesHigh 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.
- Entity Scripts
<scriptlist>(New with Left 4 Dead 2)
- 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
<string>(New with Left 4 Dead 2)
- 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.
- Team (TeamNum)
- 0: Any
- 2: Red
- 3: Blue
- Allow Sentries
- Allow or Disallow building sentries.
- Allow Dispensers
- Allow or Disallow building dispensers.
- Allow Teleportres
- Allow or Disallow building teleporters.
- Start Disabled (StartDisabled)
- Stay dormant until activated (probably with the
- Removes this entity and any entities parented to it from the world.
- Functions the same as
Kill, although entities with a large number of children are killed marginally faster.
- Evaluates a keyvalue/output on 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. Can also be invoked by creating an output that does not specify an input.
This input is not included in Valve's FGDs.
<script>(New with Left 4 Dead 2)
- Execute a VScript file from disk, without file extension. The script contents are merged with the script scope of the receiving entity.
<string>(New with Left 4 Dead 2)
- 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.
<string>(New with Left 4 Dead 2) !FGD
- Execute a VScript function in the scope of the receiving entity. Note:This input is missing from some games FGD files.
<origin>(New with Alien Swarm) !FGD
- Set this entity's origin in the map. Note:This input is missing from some games FGD files.
<angles>(New with Alien Swarm) !FGD
- Set this entity's angles in the map. Note:This input is missing from some games FGD files.
- 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.
- Activates the nobuild zone.
- Deactivates the nobuild zone.
- Toggle the state of the nobuild zone.
- Enable/disable this entity from performing its task. It might also disappear from view.
- These Outputs each fire in response to the firing of the like-numbered
FireUser4Input; see User Inputs and Outputs.
OnKilled(New with Left 4 Dead)
- This Output fires when the entity is killed and removed from the game.