Func team wall: Difference between revisions

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{{this is a|brush entity|name=func_team_wall|game=Day of Defeat: Source}}
{{this is a|brush entity|name=func_team_wall|game=Day of Defeat: Source}}


It creates an invisible wall that players of the specified team collide with. It primarily is used to block teams from entering their opposing team's spawn. It is always invisible, and should be textured with a {{cmd|surface flag|alt=SURF_NODRAW}} material (it cannot be made visible with {{cmd|showtriggers}} or {{cmd|r_drawclipbrushes}}).
It creates an invisible wall that players of the specified team collide with. It primarily is used to block teams from entering their opposing team's spawn. It is always invisible, and should be textured with a {{cmd|SURF_NODRAW}} material (it cannot be made visible with {{cmd|showtriggers}} or {{cmd|r_drawclipbrushes}}).


Unlike {{ent|func_teamblocker}}, it is able to be loaded via an [[ENT]] file, cannot have its team value changed, and is [[Preserved entities|preserved]] between rounds.
Unlike {{ent|func_teamblocker}}, it is able to be loaded via an [[ENT]] file, cannot have its team value changed, and is [[Preserved entities|preserved]] between rounds.

Revision as of 10:57, 1 May 2025

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C++ Class hierarchy
CFuncTeamWall
CBaseEntity
C++ dod/dod_gamerules.cpp

func_team_wall is a brush entity available in Day of Defeat: Source Day of Defeat: Source.

It creates an invisible wall that players of the specified team collide with. It primarily is used to block teams from entering their opposing team's spawn. It is always invisible, and should be textured with a SURF_NODRAW material (it cannot be made visible with showtriggers or r_drawclipbrushes).

Unlike func_teamblocker, it is able to be loaded via an ENT file, cannot have its team value changed, and is preserved between rounds.

Icon-Important.pngImportant:This is a preserved entity in Day of Defeat: SourceTeam Fortress 2.
If the game has round restart mechanics this entity may not behave as expected:
More info
  • On a new round entities with this classname will intentionally not reset. You can use logic_auto to emulate resetting it.
  • Killing it removes it forever, as it is not respawned on a new round.
  • It cannot be spawned with a point_template.
  • Parenting this with non-preserved entities may have undesirable effects.

Key Values

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

Team to block (blockteam) <choices>
The team that will be blocked by the wall.
Value Description
0 Neither
2 Allies
3 Axis
Show warning (warn) <boolean> !FGD
Show warning ("You cannot go this way.") when touching this entity as the enemy team.
mins (mins) <vector3> !FGD
The uppermost and northernmost point of the bounding box; used instead of bmodel geometry if present. Typically used if this entity defined via an ENT file.
maxs (maxs) <vector3> !FGD
The bottommost and southernmost point of the bounding box; used instead of bmodel geometry if present. Typically used if this entity defined via an ENT file.
Tip.pngTip:To use the mins and maxs KVs from Hammer Hammer, texture the entity with 🖿tools/toolsorigin.vmt. This will remove the brush and assign the origin KV to the center of the brush, saving brushsides; it will still use a bmodel, however.

See also