Func wall toggle (GoldSrc): Difference between revisions
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(Created page with "{{tabs|func_wall_toggle|goldsrc=1|source=1|main=source}} {{This is a|name=func_wall_toggle|e2|engine=1}} The func_wall_toggle is a func_wall that is ma...") |
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{{tabs|func_wall_toggle|goldsrc=1|source=1|main=source}} | {{tabs|func_wall_toggle|goldsrc=1|source=1|main=source}} | ||
{{ | {{this is a|brush entity|name=func_wall_toggle|engine=GoldSrc}} The func_wall_toggle is a [[func_wall (GoldSrc)|func_wall]] that is made invisible when triggered. | ||
== Key Values == | == Key Values == | ||
Latest revision as of 20:08, 17 May 2024
func_wall_toggle is a brush entity available in all
GoldSrc games. The func_wall_toggle is a func_wall that is made invisible when triggered.
Key Values
- Name (targetname) <string>
- The targetname that other entities refer to this entity by, usually via the target, killtarget, and TriggerTarget KVs.
- Minimum light level (_minlight) <string>
- Render Mode (rendermode) <choices>
- Render Mode to use.
Render modes - Normal
- Color
- Texture
- Glow
- Solid
- 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.
- Render FX (renderfx) <choices>
- Render FX mode to use, for special effects.
Render effects - Normal
- Slow Pulse
- Fast Pulse
- Slow Wide Pulse
- Fast Wide Pulse
- Slow Fade Away
- Fast Fade Away
- Slow Become Solid
- Fast Become Solid
- Slow Strobe
- Fast Strobe
- Faster Strobe
- Slow Flicker
- Fast Flicker
- Constant Glow
- Distort
- Hologram (Distort + fade)
- 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) <float>
- Range 0-2. 1 is full brightness, 2 is maximum overbright brightness.
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Flags
- Starts Invisible : [1]
- Not In Deathmatch : [2048]
- Prevent this entity from attempting to spawn when
deathmatch(multiplayer) is enabled.