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Editing func wall
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Latest revision | Your text | ||
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− | + | 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; | |
'''Keys''' | '''Keys''' | ||
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'''Killtarget it''' | '''Killtarget it''' | ||
---- | ---- | ||
− | If you put its targetname in the 'killtarget field of another entity | + | 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 | + | 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 + | + | 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''' |