Func static

From MovieBattles II Wiki

Jump to: navigation, search

DESCRIPTION

A bmodel that just sits there, doing nothing. Can be used for conditional walls and models.


SPAWNFLAGS

F_PUSH - Will be used when you Force-Push it.

F_PULL - Will be used when you Force-Pull it.

SWITCH_SHADER - Toggle the shader anim frame between 1 and 2 when used.

CRUSHER - Make it do damage when it's blocked.

IMPACT - Make it do damage when it hits any entity.

PLAYER_USE - Player can use it with the use button.

INACTIVE - Must be used by a target_activate before it can be used.

BROADCAST - Don't ever use this, it's evil.


KEYS&VALUES

model2 - .md3 model to also draw.

model2scale - Percent of normal scale (on all x y and z axis) to scale the model2 if there is one. 100 is normal scale, min is 1 (100 times smaller than normal), max is 1000 (ten times normal).

color - ConstantLight color. (Default setup with light entity selected press K to bring up color picker.)

light - ConstantLight radius.

dmg - How much damage to do when it crushes (use with CRUSHER spawnflag).

linear - Set to 1 and it will move linearly rather than with acceleration (default is 0).


_lightmapscale - Floating point value scaling the resolution of lightmaps on brushes/patches in this entity (default 1.0).

_cs OR _castshadows - Allows per-entity control over shadow casting. Defaults to 0 on entities, 1 on world. 0 = no shadow casting. 1 = cast shadows on world. > 1 = cast shadows on entities with _rs (or _receiveshadows) with the corresponding value, AND world. Negative values imply same, but DO NOT cast shadows on world.

_rs OR _receiveshadows - Allows per-entity control over shadow reception. Defaults to 1 on everything (world shadows). 0 = receives NO shadows. > 1 = receive shadows only from corresponding keyed entities (see above) and world. < 1 = receive shadows ONLY from corresponding keyed entities.

_celshader - Sets the cel shader used for this geometry. Note: omit the 'textures/' prefix.

_indexmap OR alphamap - Path/name for the art file used to guide the mapping of textures on the terrain surface.

_layer OR layers - Integer value is the number unique root shaders that will be use on the terrain.

_shader OR shader - Path to the metashader used to assign textures to the terrain entity. Note: Omit the 'textures/' prefix.

script_targetname - Referred to by script as the recipient of set of instructions. Most entities can use this key.


NOTES

If non-visible brush is turned into a func_static and one of the force spawnflags are used the force influence (blue swirl force indicator thingy) doesn't show but is still force influence able.

If model2 key is used you need to add an origin brush to reference the point of origin of the model.

If an origin brush is used the you must select the origin brush first then all other brushes that make up this entity. Then create this entity.

Personal tools