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InsideQC Forums • View topic - About func_wall

About func_wall

Discuss the construction of maps and the tools to create maps for 3D games.

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About func_wall

Postby JasonX » Sun Dec 08, 2013 2:43 am

What is the purpose of a func_wall? Is it implemented on the BSP compiler, or on the engine?
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Re: About func_wall

Postby frag.machine » Sun Dec 08, 2013 3:23 am

Basically, func_wall allows the mappers to define parts of the main map in a separated model to be manipulated via QuakeC (like the floor in the central room at start.bsp).
Many mods have destructible walls which are just a variant of the standard func_wall.
I know FrikaC made a cgi-bin version of the quakec interpreter once and wrote part of his website in QuakeC :) (LordHavoc)
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Re: About func_wall

Postby r00k » Sun Dec 08, 2013 4:51 am

Every time i wrote on a func_wall i got no replies, func_messageboard works much better ;)
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Re: About func_wall

Postby Spike » Sun Dec 08, 2013 10:48 am

it enables compiler warnings...

wait...

actually, it allows
a) killtarget to remove walls.
b) triggering to change animations.
c) selective spawning (via spawnflags) so you can remove them in deathmatch to open up your map.

it has also been used to
d) reduce world bsp complexity, improving vis times, acting as a poor-man's func_detail.

it is implemented by the gamecode, and is just a solid bsp object like any door or train or plat or whatever is. the engine and qbsp have no special awareness.
.
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Re: About func_wall

Postby goldenboy » Mon Dec 09, 2013 3:45 am

it also casts no shadows in normal quake engines, reducing its usefulness as a detail brush substitute.
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Re: About func_wall

Postby r00k » Mon Dec 09, 2013 10:01 am

It could have an alpha channel and be used as a force-field... trigger inflicts pain on .other. :O
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