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Difference between revisions of "func wall"
From Quake Wiki
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It has a Targetname, which means you can perform the following actions; | It has a Targetname, which means you can perform the following actions; | ||
− | Killtarget it | + | '''Killtarget it''' |
---- | ---- | ||
If you put its targetname in the 'killtarget field of another entity, the func_wall will be removed when that entity fires. Typically a trigger_relay is used to do this, but be aware that it will not work properly under standard progs if the trigger_relay has both a target and a killtarget. | If you put its targetname in the 'killtarget field of another entity, the func_wall will be removed when that entity fires. Typically a trigger_relay is used to do this, but be aware that it will not work properly under standard progs if the trigger_relay has both a target and a killtarget. | ||
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When killtargeted, the func_wall will vanish forever. Or until the map is restarted. | When killtargeted, the func_wall will vanish forever. Or until the map is restarted. | ||
− | Swap its texture | + | '''Swap its texture''' |
---- | ---- | ||
If the func_wall has a texture named +''something'' then, when triggered by another entity it will change its texture to +a''something''. | If the func_wall has a texture named +''something'' then, when triggered by another entity it will change its texture to +a''something''. |
Revision as of 15:58, 8 September 2014
This is a solid brush with a few extra controls and characteristics.
It has a Targetname, which means you can perform the following actions;
Killtarget it
If you put its targetname in the 'killtarget field of another entity, the func_wall will be removed when that entity fires. Typically a trigger_relay is used to do this, but be aware that it will not work properly under standard progs if the trigger_relay has both a target and a killtarget.
When killtargeted, the func_wall will vanish forever. Or until the map is restarted.
Swap its texture
If the func_wall has a texture named +something then, when triggered by another entity it will change its texture to +asomething.
Because func_walls are brush entities, they do not create shadows and do not impact on vis compilation time.
Bug: Flickering entity
This occurs when a large and/or complex brush entity crosses two or more vis leafs. It's a visual error whereby the entity will go invisible when the player is stood in a certain spot (ie. vis leaf).
The proper fix must come engine-side, the only mapside fix that can be done is to divide the func_wall into smaller ones that do not cross leafs.