Func illusionary: Difference between revisions
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Import of converted entguide pages from Sven Manor. |
Outerbeast (talk | contribs) m Notes: clipnodes still generated for this entity |
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Essentially an entirely non-solid func_wall. | Essentially an entirely non-solid [[func_wall]]. If it has toggleable textures, they will toggle when the entity is triggered. | ||
== Keyvalues == | == Keyvalues == | ||
{{Entity_keyvalue|Contents|skin|It's used to change the 'contents' of this brush (e.g. volumetric light makes it behave as water when entities going though it). | {{Entity_keyvalue|Contents|skin|It's used to change the 'contents' of this brush (e.g. volumetric light makes it behave as water when entities going though it). You don't really need to use this.}} | ||
== Flags == | == Flags == | ||
{{Entity_flag|2|Use angles|If set, the func_illusionary will use its angles.}} | {{Entity_flag|2|Use angles|If set, the func_illusionary will use its angles.}} | ||
== Notes == | |||
Even if non-solid, the compiler will still generate clipnodes for this entity. Set "ZHLT Disable Clipping" to 'Always non-solid' to prevent that (<code>zhlt_noclip</code> key with value of 1). | |||
<br> Alternatively, use <code>SKIP</code> texture instead of <code>NULL</code> on faces that have the texture on the entity. | |||
{{entity_title}} | {{entity_title}} | ||
Latest revision as of 01:36, 3 April 2023
| func_illusionary | |
|---|---|
| Type |
brush |
| Status |
supported |
Essentially an entirely non-solid func_wall. If it has toggleable textures, they will toggle when the entity is triggered.
Keyvalues
Contents : skin
It's used to change the 'contents' of this brush (e.g. volumetric light makes it behave as water when entities going though it). You don't really need to use this.
Flags
2 : Use angles
If set, the func_illusionary will use its angles.
Notes
Even if non-solid, the compiler will still generate clipnodes for this entity. Set "ZHLT Disable Clipping" to 'Always non-solid' to prevent that (zhlt_noclip key with value of 1).
Alternatively, use SKIP texture instead of NULL on faces that have the texture on the entity.