Func wall (GoldSrc): Difference between revisions
		
		
		
		
		
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| SirYodaJedi (talk | contribs) m (→Key Values) | SirYodaJedi (talk | contribs)   (→Key Values:  note on and off states, since those can be set by trigger_relay) | ||
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| {{tabs|func_wall|goldsrc=1|source=1|main=source}} | {{tabs|func_wall|goldsrc=1|source=1|main=source}} | ||
| {{this is a|brush entity|name=func_wall|engine=GoldSrc}} It is used to create a stationary piece of geometry (with collision) that uses a non-standard render mode, such as transparency. | {{CD|CFuncWall|goldsrc=1}} | ||
| {{this is a|brush entity|name=func_wall|engine=GoldSrc}} It is used to create a stationary piece of geometry (with collision) that uses a non-standard render mode, such as transparency, and/or is toggles between the +0 to +9 and +A to +J texture sets. | |||
| Formerly, it was also used for [[visibility optimization]], but this use-case has been deprecated by [[ZHLT]]s {{ent|func_detail (GoldSrc)|alt=func_detail}}. Nonetheless, func_wall can still sometimes be useful for reducing wpolies, particularly for geometry that intersects other geometry (ex: shelves); this should be used sparingly, though, since func_wall counts as an [[edict]], whereas func_detail does not ({{twhl|Tutorial: Total Map Optimisation Part 3 (wpoly, clipnodes, engine limits, compile parameters)|elaboration on TWHL}}). | Formerly, it was also used for [[visibility optimization]], but this use-case has been deprecated by [[ZHLT]]s {{ent|func_detail (GoldSrc)|alt=func_detail}}. Nonetheless, func_wall can still sometimes be useful for reducing wpolies, particularly for geometry that intersects other geometry (ex: shelves); this should be used sparingly, though, since func_wall counts as an [[edict]], whereas func_detail does not ({{twhl|Tutorial: Total Map Optimisation Part 3 (wpoly, clipnodes, engine limits, compile parameters)|elaboration on TWHL}}). | ||
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| == Key Values == | == Key Values == | ||
| {{Hl1_kv_targetname}} | {{Hl1_kv_targetname}} | ||
| :Targeting this entity will toggle between the +0 to +9 and +A to +J texture sets. | :Targeting this entity will toggle between the +0 to +9 (on) and +A to +J (off) texture sets. | ||
| {{Hl1_kv_renderfields}} | {{Hl1_kv_renderfields}} | ||
| {{Hl1 kv global}} | {{Hl1 kv global}} | ||
Latest revision as of 05:13, 9 May 2025
|  Class hierarchy | 
|---|
| CFuncWall | 
|  bmodels.cpp | 
func_wall  is a   brush entity  available in all  GoldSrc games. It is used to create a stationary piece of geometry (with collision) that uses a non-standard render mode, such as transparency, and/or is toggles between the +0 to +9 and +A to +J texture sets.
 GoldSrc games. It is used to create a stationary piece of geometry (with collision) that uses a non-standard render mode, such as transparency, and/or is toggles between the +0 to +9 and +A to +J texture sets.
Formerly, it was also used for visibility optimization, but this use-case has been deprecated by ZHLTs func_detail. Nonetheless, func_wall can still sometimes be useful for reducing wpolies, particularly for geometry that intersects other geometry (ex: shelves); this should be used sparingly, though, since func_wall counts as an edict, whereas func_detail does not ( elaboration on TWHL).
 elaboration on TWHL).
Key Values
- Name (targetname) <string>
- The targetname that other entities refer to this entity by.
- Targeting this entity will toggle between the +0 to +9 (on) and +A to +J (off) texture sets.
- Render FX (renderfx) <choices>
- Render FX mode to use, for special effects.
- Value - Description - 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 + fade) 
- Render Mode (rendermode) <choices>
- Render Mode to use.
- Value - Description - 0 - Normal - 1 - Color - 2 - Texture - 3 - Glow - 4 - Solid - 5 - Additive 
- Render Amount (0-255) (renderamt) <integer>
- Controls transparency when using another render mode then normal. 0 is completely invisible, and 255 is opaque. If render mode is solid, then all values except 0 are opaque.
- Render Color (R G B) (rendercolor) <color255>
- Color to use by the specified render mode.
 Also used on brush entities to control the speed of scrolling textures; see func_conveyor for more information.
- Global Entity Name (globalname) <string>
- Name to identify entity accross level transitions. Entities with the same global name will have the same status accross maps.
- Minimum light level (_minlight) <normal>
| 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
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|  Note:If any of the booleans are set in worldspawn, they can be disabled per entity by being set to -1. 
 
 
 
 
 
 
 
 | 
Flags
- Not In Deathmatch : [2048]
- Prevent this entity from attempting to spawn when deathmatch(multiplayer) is enabled.
See also
External links
 func_wall on the TWHL wiki func_wall on the TWHL wiki


