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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. | + | '''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 | + | '''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 (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. | + | 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''. | + | 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. |
− | |||
− | |||
'''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.