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Difference between revisions of "func wall"

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(Created page with "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...")
 
(Created entry / fixed formatting)
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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 during play;
+
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.
 +
 +
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''.
  
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'''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.

Revision as of 15:57, 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.