Func wall toggle: Difference between revisions
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Bug: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:
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Note:For Keyvalues and Inputs affecting brush rendering, see Brush entity/Rendering related keyvalues and inputs
SirYodaJedi (talk | contribs) m (→Keyvalues) |
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{{bug|{{l4ds}} clientside ragdolls pass through this entity while they correctly collide with func_brush|tested={{l4d2}}}} | {{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!}} | ||
__NOTOC__ | __NOTOC__ |
Revision as of 06:40, 31 March 2025

This entity is obsolete. Its use is discouraged. It may only exist/function in older engine branches.
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CFuncWallToggle |
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func_wall_toggle
is a brush entity available in all 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.
By default, it does not cast lightmap shadows, unless vrad_brush_cast_shadows has been added to it (either to its class in the FGD, or manually, by turning off SmartEdit).


Keyvalues

- 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
Flags
- Starts Invisible : [1]
Inputs
- Toggle
- Toggle the brush on/off. When off, the brush will be non-solid and invisible.