func_walls have an
internal `FL_WORLDBRUSH` flag set, so they're treated as world brushes when the node-graph is generated. The only other entity that also has this flag set is func_breakable, but only when its Material Type is set to 'Unbreakable glass' and when its Render Mode is not set to 'Normal'.
I don't know if these internal flags can be written to, but if so then you could try adding a
flags
property to an entity and setting it to
33554432
(that'll set the 26th bit, which is the
FL_WORLDBRUSH
flag).
If that doesn't work then the next thing I would try is to generate the node-graph using a custom version of the map (one with additional func_walls). Apparently HL will only rebuild a .nod file if the .bsp file is newer, so it should be possible to trick HL by first creating a normal .bsp, backing it up, then creating a custom .bsp (extra func_walls), using that to generate the .nod file, and then restoring the normal .bsp file. It might even be possible to strip the info_nodes from the normal .bsp if you need to save space for other entities. Fully automating this process might be a bit tricky because HL must be launched to build the node-graph...