Func wall: 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:
)
Bug:
clientside ragdolls pass through this entity while they correctly collide with func_brush (tested in: l4d2)
Important:This is a preserved entity in 






.
If the game has round restart mechanics this entity may not behave as expected:
Note:For Keyvalues and Inputs affecting brush rendering, see Brush entity/Rendering related keyvalues and inputs
SirYodaJedi (talk | contribs) (The bug is that VBSP just edits the angles KV, rather than properly rotating the brushwork. It's already listed as a bug on the func_instance page.) Tag: Manual revert |
m (→Inputs: Substituted IO templates) |
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Line 12: | Line 12: | ||
== Inputs == | == Inputs == | ||
{{ | {{I|Use|param=void|deprecated=1|Nonfunctional; leftover from {{quake|2}} and {{goldsrc|2}}, where using or targeting a func_wall would toggle between +0 to +9 and +A to +J texture sets. Use {{ent|env_texturetoggle}} or {{ent|material_modify_control}} instead.}} | ||
== See Also == | == See Also == |
Revision as of 10:57, 21 April 2025

This entity is obsolete. Its use is discouraged. It may only exist/function in older engine branches.
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CFuncWall |
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func_wall
is a brush entity available in all Source games. Legacy support only. Use func_brush instead. This is obsolete entity from Half-Life provided for backwards compatibility. Has been deprecated by the func_brush entity with its Solidity property set to Always Solid.














If the game has round restart mechanics this entity may not behave as expected:
|
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
Inputs
Use <void>- Deprecated.
Nonfunctional; leftover fromQuake and
GoldSrc, where using or targeting a func_wall would toggle between +0 to +9 and +A to +J texture sets. Use env_texturetoggle or material_modify_control instead.