Code:
new wall = create_entity("func_wall")
//I suppose you can use a random number generator to get x, y, and z to set sizes for the wall, then decide what model to use if a wall is of a particular size....
new Float:x, Float:y, Float:z
new chooser = random_num(a, b)
new someModel[]
switch(chooser){
case a: x = x' //Where x', y', and z' can be any arbitrary numbers
y = y'
z = z'
someModel = "whatever"
/* You can add more to the list of what x, y, and z could be here and decide what model the wall should be.
.
.
.
.
.
case b: blah
default: blah
*/
new Float:min[3] = {-x, -y, -z}
new Float:max[3] = {x, y, z}
entity_set_size(wall, min, max)
//If you want the wall right in front of you
new Float:someOrigin[3]
entity_get_vector(id, EV_VEC_origin, someOrigin)
//You can offset the origin here.
new offset = 200 //Can be any number
new Float:adjustPos[3]
velocity_by_aim(id, offset, adjustPos) //To offset the origin to place wall in front of you
//This prevents the wall from spawning in the current position of the user and make it spawn farther away from the user.
someOrigin[0] += adjustPos[0]
someOrigin[1] += adjustPos[1]
someOrigin[2] += adjustPos[2]
entity_set_origin(wall, someOrigin)
entity_set_model(wall, someModel)
I hope that answers your question of making a custom wall. You can use any models in the .gcf files so that the user doesn't have to load up any models.
Or there's always hammer to make walls if you're making a map

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GRR If only the amxmod programming were in Java.....
Java and C used to be two different languages, now Java is turning into another C. My
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