Entity func static
From Mod Wiki
A brush model that just sits there, doing nothing. Can be used for conditional walls and models.
Entity Keys
classname func_static
- solid boolean
- whether the object should be solid or not.
- hide boolean
- whether the object should be visible when spawned. you need to set a value for triggering on/off to work
- disableClip boolean
- whether the object should start with the clipping diabled - equivalent to calling forceDisableClip from script on spawn
- gui GUI
- gui attached to this entity
- gui2 GUI
- a second gui attached to this entity
- gui3 GUI
- a second gui attached to this entity
- model variable
- model to use for this item. if blank, a model is generated from the entity's brushwork
- gui_noninteractive boolean
- any gui attached will not be interactive
- noclipmodel boolean
- 0 by default. Sets whether or not to generate a collision model for an ASE/LWO func_static at level load. (Set to 1 for stuff the player can't interact with. This will save memory.)
- inline boolean
- If true, turn the model into map geometry at dmap time
- pushIntoConnectedOutsideAreas boolean
- If true, the model will only be visible in the area its origin is in, as well as connected outside areas
- noScriptObject boolean
- 1 by default. Set to 0 for dynamic in-game entities you need to change state in script
- networkSync boolean
- If true, send entity state information over the network to ensure clients see it change
- sun_ascension variable
- when the sun is under this angle, the entity will be visible