okay, thanks

but unfortunately I can't turn the wall with EV_VEC_angles (well the model turns but not the "basic" object you can collide with). here is my current function:
Code:
public cmdWall(id) {
new wall = create_entity("func_wall")
entity_set_model(wall, "models/wall.mdl") // I found it somewhere in the forums
// Set size and absmin+absmax values
new Float:mins[3]
mins = Float:{-100.0, -10.0, -75.0}
new Float:maxs[3]
maxs = Float:{100.0, -10.0, 75.0}
entity_set_vector(wall, EV_VEC_mins, mins)
entity_set_vector(wall, EV_VEC_maxs, maxs)
entity_set_vector(wall, EV_VEC_absmin, mins)
entity_set_vector(wall, EV_VEC_absmax, maxs)
// Turn model
new Float:vRetVector[3]
entity_get_vector(id, EV_VEC_v_angle, vRetVector)
vRetVector[0] = 0.0
entity_set_vector(wall, EV_VEC_angles, vRetVector)
// Get user origin
new Float:someOrigin[3]
entity_get_vector(id, EV_VEC_origin, someOrigin)
// You can offset the origin here.
new offset = 200
new Float:adjustPos[3]
velocity_by_aim(id, offset, adjustPos)
// 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)
// Set other values
entity_set_int(wall, EV_INT_solid, SOLID_BBOX)
entity_set_int(wall, EV_INT_movetype, MOVETYPE_FLY)
// zomg!
}
and now I'm wondering.. what's wrong with it?