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Func wall toggle: Difference between revisions

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(This is case for every brush entity so not needed to be mentioned here specifically)
 
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{{obsolete|entity=1}}
{{tabs|func_wall_toggle|goldsrc=1|source=1|main=source}}
{{entity|func_wall_toggle|type=e2}} {{base brush legacy|func_brush}}
{{obsolete|entity=1|replacement={{ent|func_brush}}}}
{{CD|CFuncWallToggle|file1=bmodels.cpp}}
{{this is a|brush entity|name=func_wall_toggle}} {{base brush legacy|func_brush}}
Obsolete entity from [[Half-Life]] provided for backwards compatibility. Has been deprecated by the {{ent|func_brush}} with its ''Solidity'' property set to ''Toggle''.


==Entity description==
A [[brush entity]] that can be toggled on/off. When off, the brush will be non-solid and invisible.  
Obsolete entity from [[Half-Life]] provided for backwards compatibility. Has been replaced by the [[func_brush]] with its ''Solidity'' property set to ''Toggle''.


A [[brush entity]] that can be toggled on/off. When off, the brush will be non-solid and invisible. Does not cast lightmap shadows.
{{bug|{{l4ds}} clientside ragdolls pass through this entity while they correctly collide with func_brush|tested={{l4d2}}}}
 
{{bug|tested={{tf2}}|<!--bug with VBSP setting angles kv instead of properly transforming geometry-->This entity will set its angles to 0 0 0 upon spawning. This means if this entity is present inside rotated [[instance]]s, it will not be rotated correctly!}}
{{bug|Using this entity with the [[Tool textures|Player Clip texture]] can cause the map to crash during compile}}


__NOTOC__
== Keyvalues ==
== Keyvalues ==
{{KV|Minimum Light Level|intn=_minlight|string|The minimum level of ambient light that hits this brush.}}
{{Brush rendering note}}
{{KV Targetname}}
{{KV Targetname}}
{{KV RenderFields}}
{{KV Global}}
{{KV Shadow}}


== Flags ==
== Flags ==
* 1 : Starts Invisible
{{fl|1|Starts Invisible}}


== Inputs ==
== Inputs ==
{{IO|Toggle|Toggle the brush on/off. When off, the brush will be non-solid and invisible.}}
{{I|Toggle|Toggle the brush on/off. When off, the brush will be non-solid and invisible.}}
 
== See Also ==
* {{ent|func_brush}}
* {{ent|func_illusionary}}
* {{ent|func_wall}}

Latest revision as of 07:48, 4 May 2025

Obsolete-notext.png
This entity is obsolete. Its use is discouraged. It may only exist/function in older engine branches.
It has since been deprecated by: func_brush.
C++ Class hierarchy
CFuncWallToggle
CFuncWall
CBaseEntity
C++ bmodels.cpp

func_wall_toggle is a brush entity available in all Source Source games. Legacy support only. Use func_brush instead. Obsolete entity from Half-Life provided for backwards compatibility. Has been deprecated by the func_brush with its Solidity property set to Toggle.

A brush entity that can be toggled on/off. When off, the brush will be non-solid and invisible.

Icon-Bug.pngBug:Left 4 Dead seriesLeft 4 Dead series clientside ragdolls pass through this entity while they correctly collide with func_brush  (tested in: Left 4 Dead 2)
Icon-Bug.pngBug:This entity will set its angles to 0 0 0 upon spawning. This means if this entity is present inside rotated instances, it will not be rotated correctly!  (tested in: Team Fortress 2)


Keyvalues

Note.pngNote:For Keyvalues and Inputs affecting brush rendering, see Brush entity/Rendering related keyvalues and inputs
Name (targetname) <string>[ Edit ]
The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g. parentname or target).
Also displayed in Hammer's 2D views and Entity Report.
See also:  Generic Keyvalues, Inputs and Outputs available to all entities

Flags

Starts Invisible : [1]

Inputs

Toggle
Toggle the brush on/off. When off, the brush will be non-solid and invisible.

See Also