func_wall
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CFuncWall |
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func_wall
is a brush entity available in all GoldSrc games. It is used to create a stationary piece of geometry (with collision) that uses a non-standard render mode, such as transparency, and/or is toggles between the +0 to +9 and +A to +J texture sets.
Formerly, it was also used for visibility optimization, but this use-case has been deprecated by ZHLTs func_detail. Nonetheless, func_wall can still sometimes be useful for reducing wpolies, particularly for geometry that intersects other geometry (ex: shelves); this should be used sparingly, though, since func_wall counts as an edict, whereas func_detail does not ( elaboration on TWHL).
Key Values
- Name (targetname) <string>
- The targetname that other entities refer to this entity by.
- Targeting this entity will toggle between the +0 to +9 (on) and +A to +J (off) texture sets.
- Render FX (renderfx) <choices>
- Render FX mode to use, for special effects.
Value Description 0 Normal 1 Slow Pulse 2 Fast Pulse 3 Slow Wide Pulse 4 Fast Wide Pulse 5 Slow Fade Away 6 Fast Fade Away 7 Slow Become Solid 8 Fast Become Solid 9 Slow Strobe 10 Fast Strobe 11 Faster Strobe 12 Slow Flicker 13 Fast Flicker 14 Constant Glow 15 Distort 16 Hologram (Distort + fade)
- Render Mode (rendermode) <choices>
- Render Mode to use.
Value Description 0 Normal 1 Color 2 Texture 3 Glow 4 Solid 5 Additive
- Render Amount (0-255) (renderamt) <integer>
- Controls transparency when using another render mode then normal. 0 is completely invisible, and 255 is opaque. If render mode is solid, then all values except 0 are opaque.
- Render Color (R G B) (rendercolor) <color255>
- Color to use by the specified render mode.
Also used on brush entities to control the speed of scrolling textures; see func_conveyor for more information.
- Global Entity Name (globalname) <string>
- Name to identify entity accross level transitions. Entities with the same global name will have the same status accross maps.
- Minimum light level (_minlight) <normal>
Flags
- Not In Deathmatch : [2048]
- Prevent this entity from attempting to spawn when deathmatch (multiplayer) is enabled.
Tip:This is intercepted before the entity spawns (hardcoded in the engine), and as such prevents it from ever contributing to the edict limit. As such, it may be desirable to set this on entities that delete themselves in multiplayer anyway, such as monsters and info_null, to prevent them from contributing towards map spawn edict limit crashes on maps with lots of entities.
See also
External links
func_wall on the TWHL wiki