Hosting and domain costs until October 2024 have been generously sponsored by dumptruck_ds. Thank you!
Editing func wall
From Quake Wiki
Warning: You are not logged in. Your IP address will be publicly visible if you make any edits. If you log in or create an account, your edits will be attributed to your username, along with other benefits.
The edit can be undone.
Please check the comparison below to verify that this is what you want to do, and then save the changes below to finish undoing the edit.
Latest revision | Your text | ||
Line 1: | Line 1: | ||
− | + | This is a solid brush with a few extra controls and characteristics; | |
− | |||
− | This is a solid brush with a few extra controls and characteristics | ||
− | + | It has a Targetname, which means you can perform the following actions during play; | |
− | ' | + | 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. | |
− | |||
− | ''' | + | 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''. | |
− | |||
− | + | Because func_walls are brush entities, they do not create shadows and do not impact on vis compilation time. | |
− | |||
− | |||
− | |||
− | |||
'''Bug: Flickering entity''' | '''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). | 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. | 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. |