env_beam
, and entity effects. Defaulting to the world origin (0 0 0), it can be configured by including the origin brush.func_trains
, and also the total volume entities like func_button
or func_door
translates to when opening (the lip is subtracted from this). Likewise can be customized with the BOUNDINGBOX brush.zhlt_noclip
keyvalue, players will not collide with it in any way, and this effect is not limited to func_illusionary
. Brush triggers without clip hulls will not work for the respective hulls that are missing. Conversely, clip hulls can be added [back] with CLIP brushes or its respective hull-specific variants. zhlt_noclip
+ CLIP brushes is a useful strategy to simplify clipnodes on otherwise very detailed brushwork.func_water
, but can theoretically apply such properties to any brush entity.model
keyvalue which points to an index into the BSP file's brush models (there can be 512 of these). This is assigned to brush entities at compile time. Multiple entities sharing this value will share the same brush model and this can be set up with the zhlt_usemodel
keyvalue. It can even point to an external BSP file e.g. models/healthbox.bsp
or an actual model e.g. models/prop/door.mdl
(note: models use different kind of collision and thus absent if used like this). There doesn't seem to be a way to explicitly set model
value in the editor short of redefining the FGDs, and such edits are usually done with post-compile tools like bspguy.You must log in to post a comment. You can login or register a new account.