Func wall toggle: Difference between revisions
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Bug:Using this entity with the Player Clip texture can cause the map to crash during compile [todo tested in ?]
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m (Add internal name of Minimum Light Level) |
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== Keyvalues == | == Keyvalues == | ||
{{KV|Minimum Light Level|string|The minimum level of ambient light that hits this brush.}} | {{KV|Minimum Light Level|intn=_minlight|string|The minimum level of ambient light that hits this brush.}} | ||
{{KV Targetname}} | {{KV Targetname}} | ||
{{KV RenderFields}} | {{KV RenderFields}} |
Revision as of 11:23, 17 March 2021

This entity is obsolete. Its use is discouraged. It may only exist/function in older engine branches.
Template:Base brush Legacy support only. Use func_brush instead.
Entity description
Obsolete entity from Half-Life provided for backwards compatibility. Has been replaced by the func_brush with its Solidity property set to Toggle.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. Does not cast lightmap shadows.

Keyvalues
- Minimum Light Level (_minlight) <string>
- The minimum level of ambient light that hits this brush.
- 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
RenderFields:
- Render Mode (rendermode) <byte choices>
- Set a non-standard rendering mode on this entity.
Render Modes
- Render FX (renderfx) <byte choices>
- Various somewhat legacy alpha effects. See render effects.
- Render Amount / Transparency (renderamt) <byte>
- Transparency amount, requires a Render Mode other than Normal. 0 is invisible, 255 is fully visible.
- Render Color (R G B) (rendercolor) <color255>
- Color tint.
Global:
- Global Entity Name (globalname) <string>
- Name by which this entity is linked to another entity in a different map. When the player transitions to a new map, entities in the new map with globalnames matching entities in the previous map will have the previous map's state copied over their state.
Shadow:
- Disable Shadows (disableshadows) <boolean>
- Prevents the entity from creating cheap render-to-texture shadows, or lightmap shadows if the entity is a prop_static. Does not affect shadow mapping.
- Disable Receiving Shadows (disablereceiveshadows) <boolean>
- Prevent the entity from receiving dynamic shadows on itself.
- Shadow Cast Distance (shadowcastdist) <integer> !FGD
- Sets how far the entity casts dynamic shadows. 0 means default distance from the shadow_control entity.
- Disable Shadow Depth (disableshadowdepth) <boolean> (in all games since
)
- Used to disable rendering into shadow depth (for projected textures) for this entity.
- Disable flashlight (disableflashlight) <boolean> (in all games since
)
- Used to disable projected texture lighting and shadows on this entity.
- Projected Texture Cache (shadowdepthnocache) <integer choices> (in all games since
)
- Used to hint projected texture system whether it is sufficient to cache shadow volume of this entity or to force render it every frame instead.
Choices - 0 : Default
- 1 : No cache - render every frame
- 2 : Cache it - render only once
Flags
- 1 : Starts Invisible
Inputs
- Toggle
- Toggle the brush on/off. When off, the brush will be non-solid and invisible.