This article's documentation is for anything that uses the Source engine. Click here for more information.

func_wall_toggle

From Valve Developer Community
Jump to navigation Jump to search
Obsolete-notext.png
This entity is Obsolete. Its use is discouraged, and it may only exist/function in older engine branches.
Class hierarchy
CFuncWallToggle
CFuncWall
CBaseEntity
bmodels.cpp

func_wall_toggle is a brush entity available in all Source Source games. Legacy support only. Use func_brush instead. Obsolete entity from Half-Life provided for backwards compatibility. Has been deprecated 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.

By default, it does not cast lightmap shadows, unless vrad_brush_cast_shadows has been added to it (either to its class in the FGD, or manually, by turning off SmartEdit).

Icon-Bug.pngBug:Left 4 Dead series clientside ragdolls pass through this entity while they correctly collide with func_brush  (tested in: Left 4 Dead 2)
Warning.pngWarning: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!


Keyvalues

Note.pngNote:For Keyvalues and Inputs affecting brush rendering, see Brush entity/Rendering related keyvalues and inputs
Name (targetname) <string>
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

Flags

Starts Invisible : [1]

Inputs

Toggle
Toggle the brush on/off. When off, the brush will be non-solid and invisible.

See Also