func_rotating

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This is a brush entity available in all Source games.

Contents

Entity Description

A rotating brush entity.

Keyvalues

  • Targetname:

Name <string>
The targetname other entities refer to this entity by.
  • Parentname:

Parent <targetname>
Specifies the targetname of this entity's movement parent. Entities with parents move with their parent.
  • Origin:

Origin <origin>
The position of this entity's center in the world. Rotating entities typically rotate around their origin.
  • Angles:

Pitch Yaw Roll (Y Z X) <angle>
This entity's angular orientation in the world.
  • RenderFields:

Render Mode <choices>
Set a non-standard rendering mode on this entity. See Render Modes for details.
FX Amount (0 - 255) <int>
Intensity of the selected render mode.
FX Color (R G B) <color255>
Color used by the selected render mode (if applicable).
Disable Receiving Shadows <bool>
Prevents the entity from receiving shadows. To do: RTT and/or shadow map?

RenderFXChoices:

Render FX <choices>
Several GoldSrc-era visibility modes which change the way the entity is rendered, typically by fading it in and out.
  • disablereceiveshadows <boolean>
  • disableshadows <boolean>
  • maxspeed <integer>
The maximum rotation speed of the brushes, in degrees per second.
  • fanfriction <integer>
The amount of rotational friction. Value must be between 0 and 100 %.
  • message <sound>
Sound to play while rotating.
  • volume <integer>
The volume of the rotation sound. 0–10, where 10 is loudest.
  • _minlight <string>
The minimum level of ambient light that hits this brush.
  • dmg <integer>
Damage done to any entity that blocks the rotation, per frame.

Flags

  • 1 : Start ON
  • 2 : Reverse Direction
  • 4 : X Axis
  • 8 : Y Axis
  • 16: Acc/Dcc
  • 32: Fan Pain
  • 64: Not Solid
  • 128: Small Sound Radius
  • 256: Medium Sound Radius
  • 512: Large Sound Radius

Inputs

  • Targetname:

Kill
Removes this entity from the world.
KillHierarchy
Removes this entity and all its children from the world.
AddOutput <string>
Evaluates a keyvalue/output on this entity. It can be potentially very dangerous, use with care.
Format: <key> <value>
Format: <output name> <targetname>:<inputname>:<parameter>:<delay>:<max times to fire, -1 means infinite>
FireUser1 to FireUser4
Fire the OnUser outputs; see User Inputs and Outputs.
  • Parentname:

SetParent <targetname>
Move with this entity. See Entity Hierarchy (parenting).
SetParentAttachment <string>
Attach to a named attachment on the current parent. The entity will teleport so that the position of its root bone matches that of the attachment.
SetParentAttachmentMaintainOffset <string>
As above, but without teleporting. The entity retains its position relative to the attachment at the time of the input being received.
ClearParent
Removes this entity from its current movement hierarchy.
  • DisableShadow
Turn shadow off.
  • EnableShadow
Turn shadow on.
  • SetSpeed <integer>
Set the speed as a ratio of the specified Max Rotation Speed, where 0 is stopped and 1 is maxspeed.
  • Start
Start the rotator rotating.
  • Stop
Stop the rotator from rotating.
  • StopAtStartPos
Stop the rotator from rotating when it gets around to the start position again (on its rotation axis).
  • StartForward
Start the rotator rotating forward.
  • StartBackward
Start the rotator rotating backward.
  • Toggle
Toggle the rotator between rotating and not rotating.
  • Reverse
Reverse the direction of rotation of the rotator.

Outputs

  • Targetname:

OnUser1 to OnUser4
Fired in response to the FireUser inputs; see User Inputs and Outputs.
OnKilled (New with Left 4 Dead)
Fired when the entity is killed and removed from the game.
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