func_brush
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func_brush
- это точечная энтити , доступно для всех игр на движке Source.
Описание Энтити
Она является общей заменой для func_wall, func_illusionary и func_wall_toggle. И в то же время она наиболее эффективна, т.к все другие браши были созданы лишь для выполнения какой-то одной функции.
Параметры
- Minimum Light Level (_minlight) <float >
- The minimum level of ambient light that hits this brush.
- Solidity (Solidity) <choices>
- Used to control the solidity/collision of these brushes.
- 0: Toggle - The solidity can be toggled together with its visibility.
- 1: Never Solid
- 2: Always Solid
- Solid BSP (solidbsp) <boolean >
- Set this if this brush is in hierarchy with a moving object of some kind, and the player can stand on this brush.
- NPC class excluded from collisions (excludednpc) <classname >
- If an NPC classname (i.e. npc_zombie) is specified here, NPCs of that type won't collide with these brushes.
- Invert NPC class exclusion (invert_exclusion) <boolean >
- If set, then the excluded NPC class will consider this brush solid, and all other NPC classes will consider it non-solid.
- Shadows (vrad_brush_cast_shadows) <boolean >
- Configures whether this brush casts lightmap shadows.
- Start Disabled (StartDisabled) <boolean >
- Stay dormant until activated (with the
Enable
input).Совет:If Solidity is Toggle, disabling func_brush also makes it non-solid.
Origin:
- Origin (X Y Z) (origin) <origin >
- The position of this entity's center in the world. Rotating entities typically rotate around their origin.
Shadow:
- Disable Shadows (disableshadows) <boolean >
- 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 Receiving Shadows (disablereceiveshadows) <boolean >
- Prevent the entity from receiving dynamic shadows on itself.
- Shadow Cast Distance (shadowcastdist) <integer > Отсутствует в FGD!
- Sets how far the entity casts dynamic shadows. 0 means default distance from the shadow_control entity.
- Disable Shadow Depth (disableshadowdepth) <boolean > (Во всех играх начиная с )
- Used to disable rendering into shadow depth (for projected textures) for this entity.
- Disable flashlight (disableflashlight) <boolean > (Во всех играх начиная с )
- Used to disable projected texture lighting and shadows on this entity.
- Projected Texture Cache (shadowdepthnocache) <integer choices> (Во всех играх начиная с )
- 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.
|
Parentname:
- Parent (parentname) <targetname >
- 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.Предупреждение:In , parenting this entity to another can break your map.
RenderFields:
- Render Mode (rendermode) <choices>
- Set a non-standard rendering mode on this entity.
- Render FX (renderfx) <choices>
- Various somewhat legacy alpha effects. See render effects
- Render Amount / Transparency (renderamt) <integer 0–255>
- Transparency amount, requires a Render Mode other than Normal. 0 is invisible, 255 is fully visible.
- Render Color (R G B) (rendercolor) <color255 >
- Color tint.
- Disable Receiving Shadows (disablereceiveshadows) <boolean >
- Prevent the entity from receiving shadows on itself.
Global:
- Global Entity Name (globalname) <string >
- Name by which this entity is linked to another entity in a different map. When the player transitions to a new map, entities in the new map with globalnames matching entities in the previous map will have the previous map's state copied over their state.
См. также: Generic Keyvalues, Inputs and Outputs available to all entities
Флаги
- 2 : Ignore player +USE
Когда установлено, браш будет игнорировать каждые входы +use игрока. Даже добавленный своими руками выход +use не будет работать.
Нужно сделать: Это используется для пропуска любых взаимодействия для этого браша?
Входы
Выходы
Targetname:
OnUser1
доOnUser4
- Вызывается в ответ на входы
FireUser
; (см. Пользовательские вводы и выводы).
OnKilled
(Во всех играх начиная с L4D)- Вызывается после уничтожения энтити и удаления её из игры.