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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'''
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----
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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. 
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Additionally, because func_walls are brush entities, they do not create shadows and do not impact on vis compilation time. 
  
It has a Targetname, which means you can perform the following actions;
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'''Keys'''
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----
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Targetname - This gives it a name, so that other entities can trigger it.
  
Killtarget it
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'''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
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'''Swap its texture'''
 
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----
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'''

Latest revision as of 16:19, 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.

Keys


Targetname - This gives it a name, so that other entities can trigger it.

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.