func_team_wall
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Tip:To use the mins and maxs KVs from
Hammer, texture the entity with 
comp_kv_setter or
BSPEntSpy to change the classname to func_team_wall.


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CFuncTeamWall |
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This is a preserved entity in 

If the game has round restart mechanics this entity may not behave as expected.


If the game has round restart mechanics this entity may not behave as expected.
func_team_wall
is a brush entity available in Day of Defeat: Source. It is also designed to be usable as a point entity, although FGD syntax prohibits this.
It creates an invisible wall that players of the specified team collide with. It primarily is used to block teams from entering their opposing team's spawn. It is always invisible, and should be textured with a SURF_NODRAW material (it cannot be made visible with showtriggers or r_drawclipbrushes; showblockerwalls only shows a bbox wireframe).
Unlike func_teamblocker, it is able to be loaded via an ENT file, cannot have its team value changed without AddOutput, and is preserved between rounds.
Key Values
- Name (targetname) <string> [ Edit ]
- The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g.
parentname
ortarget
).
Also displayed in Hammer's 2D views and Entity Report.See also: Generic Keyvalues, Inputs and Outputs available to all entities
- Team to block (blockteam) <integer choices>
- The team that will be blocked by the wall.
Value Description 0 Neither 2 Allies 3 Axis
- Show warning (warn) <boolean> !FGD
- Show warning ("You cannot go this way.") when touching this entity as the enemy team.
- mins (mins) <vector3> !FGD
- The uppermost and northernmost point of the bounding box; used instead of bmodel geometry if present. Typically used if this entity defined via an ENT file.
- maxs (maxs) <vector3> !FGD
- The bottommost and southernmost point of the bounding box; used instead of bmodel geometry if present. Typically used if this entity defined via an ENT file.



tools/toolsorigin.vmt
. This will remove the brush and assign the origin KV to the center of the brush, saving brushsides; it will still use a bmodel, however.
Alternatively, create an alias in the FGD, and use 

See also
- func_teamblocker - Similar entity that serves the same function
- func_respawnroomvisualizer - Analogous entity in
Team Fortress 2