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The func_wall_toggle is a func_wall that is made invisible when triggered.
Name (targetname) - Property used to identify entities.
Render FX (renderfx) - Gives objects special render effects. Think of it as modifying whatever the Render Mode puts out. The options are as follows:
0 = Normal
1 = Slow Pulse
2 = Fast Pulse
3 = Slow Wide Pulse
4 = Fast Wide Pulse
5 = Slow Fade Away
6 = Fast Fade Away
7 = Slow Become Solid
8 = Fast Become Solid
9 = Slow Strobe
10 = Fast Strobe
11 = Faster Strobe
12 = Slow Flicker
13 = Fast Flicker
14 = Constant Glow
15 = Distort
16 = Hologram (Distort and Fade)
Render Mode (rendermode) - Controls the type of rendering that is used for an object. Options are:
0 = Normal
1 = Color
2 = Texture
3 = Glow
4 = Solid
5 = Additive
FX Amount (renderamt)
FX Color (rendercolor)
Global Entity Name (globalname)
ZHLT Lightflags (zhlt_lightflags)
Light Origin Target (light_origin)
Minimum Light level (_minlight)
Starts invisible (1) - Use this if you are triggering the wall and want it to start in an invisible state.
Not in Deathmatch (2048)
Concept seems similar to func_illusionary, but illusionary is 'not solid' (with optional invisibility... which makes it effectively the same), while this becomes 'not there'. Illusionary is always not solid; func_wall_toggle isn't always 'not there'. Just depends on what you're trying to achieve