The func_illusionary has all the properties of a
func_wall entity, except for the fact that it is non-solid.
Attributes
- Name (targetname) - Property used to identify entities.
- Render FX (renderfx) - Gives objects special render effects. Think of it as modifying whatever the Render Mode puts out. The options are as follows:
- 0 = Normal
- 1 = Slow Pulse
- 2 = Fast Pulse
- 3 = Slow Wide Pulse
- 4 = Fast Wide Pulse
- 5 = Slow Fade Away
- 6 = Fast Fade Away
- 7 = Slow Become Solid
- 8 = Fast Become Solid
- 9 = Slow Strobe
- 10 = Fast Strobe
- 11 = Faster Strobe
- 12 = Slow Flicker
- 13 = Fast Flicker
- 14 = Constant Glow
- 15 = Distort
- 16 = Hologram (Distort and Fade)
- Render Mode (rendermode) - Controls the type of rendering that is used for an object. Options are:
- 0 = Normal
- 1 = Color
- 2 = Texture
- 3 = Glow
- 4 = Solid
- 5 = Additive
- FX Amount (renderamt)
- FX Color (rendercolor)
- ZHLT Lightflags (zhlt_lightflags)
- Light Origin Target (light_origin)
- Contents (skin) - -1 = Empty, -7 = Volumetric light.
- Minimum light level (_minlight) - The minimum light level the entity will have, even if its initial position in the editor is in a purely dark room. This is a very aggressive value, so even a value of 0.02 will make the entity relatively bright.
Flags
Notes
- Combined with a clip brush, this entity can be used to make a grate or fence that can be shot through, but not walked through.
- Small objects made into func_illusionary entities will not obstruct player movement, useful for knee-height light fixtures etc.
Team Fortress Classic only
Attributes
- Angular Velocity (PYR) (avelocity)