Func team wall: Difference between revisions

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{{KV|Show warning|intn=warn|bool|nofgd=1|Show warning ("You cannot go this way.") when touching this entity as the enemy team.}}
{{KV|mins|intn=mins|vector|nofgd=1|The uppermost and northernmost point of the [[bounding box]]; used if no [[bmodel]] is defined (such as if this entity is defined via an [[ENT]] file).}}
{{KV|mins|intn=mins|vector|nofgd=1|The uppermost and northernmost point of the [[bounding box]]; used if no [[bmodel]] is defined (such as if this entity is defined via an [[ENT]] file).}}
{{KV|maxs|intn=maxs|vector|nofgd=1|The bottommost and southernmost point of the [[bounding box]]; used if no [[bmodel]] is defined (such as if this entity is defined via an [[ENT]] file).}}
{{KV|maxs|intn=maxs|vector|nofgd=1|The bottommost and southernmost point of the [[bounding box]]; used if no [[bmodel]] is defined (such as if this entity is defined via an [[ENT]] file).}}
{{tip|To use the mins and maxs KVs from {{hammer|2}}, texture the entity with {{file|tools/toolsorigin}}. This will remove the brush and assign the {{code|origin}} KV to the center of the brush.}}


==Inputs ==
==Inputs ==

Revision as of 21:46, 24 August 2024

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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.

Unlike func_teamblocker, it is able to be loaded via an ENT file.

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) <vector> !FGD
The uppermost and northernmost point of the bounding box; used if no bmodel is defined (such as if this entity is defined via an ENT file).
maxs (maxs) <vector> !FGD
The bottommost and southernmost point of the bounding box; used if no bmodel is defined (such as if this entity is defined via an ENT file).
Tip.pngTip:To use the mins and maxs KVs from Hammer Hammer, texture the entity with 🖿tools/toolsorigin. This will remove the brush and assign the origin KV to the center of the brush.

Inputs

See also