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Difference between revisions of "func wall"

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This is a solid brush with a few extra controls and characteristics.
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'''Description'''
 +
----
 +
This is a solid brush with a few extra controls and characteristics. Basically, it has a targetname, allowing the mapper to manipulate it to some degree during play. 
  
It has a Targetname, which means you can perform the following actions;
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Additionally, because func_walls are brush entities, they do not create shadows and do not impact on vis compilation time. 
  
 
'''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.
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If you put its targetname in the 'killtarget field of another entity (like a trigger_relay) then the func_wall will be removed when that entity is triggered.  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.
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When killtargeted, the func_wall will vanish forever.  Or until the map is restarted, or loaded to a time before the wall was killtargeted.
  
 
'''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''.
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If the func_wall has a texture named +0''something'' then, when triggered by another entity it will change its texture to +a''something''. See the texture naming conventions for more detail.
 
 
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'''

Revision as of 16:18, 8 September 2014

Description


This is a solid brush with a few extra controls and characteristics. Basically, it has a targetname, allowing the mapper to manipulate it to some degree during play.

Additionally, because func_walls are brush entities, they do not create shadows and do not impact on vis compilation time.

Killtarget it


If you put its targetname in the 'killtarget field of another entity (like a trigger_relay) then the func_wall will be removed when that entity is triggered. 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, or loaded to a time before the wall was killtargeted.

Swap its texture


If the func_wall has a texture named +0something then, when triggered by another entity it will change its texture to +asomething. See the texture naming conventions for more detail.

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.