func_brush
< Ru
This page has not been fully translated.
You can help by finishing the translation.Also, please make sure the article tries to comply with the alternate languages guide.
You can help by finishing the translation.Also, please make sure the article tries to comply with the alternate languages guide.
func_brush
- это точечная энтити , доступно для всех игр на движке Source.
Contents
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 ShadowDepth
(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 (0 - 255)
(renderamt)
<integer > - 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.
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
func_brush:
Alpha
- Sets the brush's alpha value.
EnableDisable:
Enable / Disable
- Enable/disable this entity from performing its task. It might also disappear from view.
Shadow:
DisableShadow
- Turn dynamic shadows off for this entity. Identical to applying
EF_NOSHADOW
.
EnableShadow
- Turn dynamic shadows on for this entity.
DisableReceivingFlashlight
(Во всех играх начиная с )- This object will not receive light or shadows from projected textures.
EnableReceivingFlashlight
(Во всех играх начиная с )- This object may receive light or shadows from projected textures.
Parentname:
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.
ClearParent
- Removes this entity from the the movement hierarchy, leaving it free to move independently.
RenderFields:
Alpha
<integer 0–255>- Sets the entity's transparency to a number from 0 (invisible) to 255 (fully visible). Requires the entity to have its
rendermode
set to a number other than0
.
Color
<color255 >- Sets an RGB color for the entity.
Kill
- Удаляет этот энтити из мира.
KillHierarchy
- Удаляет энтити и его потомков из мира.
AddOutput
<string >- Определяет keyvalue/output в этом энтити. Потенциально представляет большую опасность, используйте с осторожностью.
Формат:<key> <value>
Формат:<output name> <targetname>:<inputname>:<parameter>:<delay>:<макс. количество активаций, -1 - бесконечно>
FireUser1
toFireUser4
- Запуск выходов
OnUser
; см. Пользовательские вводы и выводы.
Use
Отсутствует в FGD!- То же, что и при вызове +use игроком; может не всё. Можно вызвать, создав вывод, которому не указан ввод.
Этот ввод не входит в Valve-файлы FGD.
RunScriptFile
<script > (Во всех играх начиная с )- Выполнить файл игрового скрипта с диска.
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.