Difference between revisions of "Func illusionary"

From Sven Co-op
Jump to navigation Jump to search
(Import of converted entguide pages from Sven Manor.)
 
m (Notes: clipnodes still generated for this entity)
 
(One intermediate revision by one other user not shown)
Line 4: Line 4:
 
}}
 
}}
  
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.}}
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.


1 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.

2 Flags

2 : Use angles

If set, the func_illusionary will use its angles.

3 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.