momentary_rot_button

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This is a brush entity available in all Source games.

Contents

Entity description

A brush entity that is designed to be used for rotating wheels, where the player can rotate them to arbitrary positions before stopping.

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.
  • speed
<integer> The amount, in degrees, that the button turns per second.
  • sounds
<choices>
Literal Value Description
0 None
1 Big zap & Warmup
2 Access Denied
3 Access Granted
4 Quick Combolock
5 Power Deadbolt 1
6 Power Deadbolt 2
7 Plunger
8 Small zap
9 Keycard Sound
21 Squeaky
22 Squeaky Pneumatic
23 Ratchet Groan
24 Clean Ratchet
25 Gas Clunk
  • distance
<integer> The maximum amount, in degrees, that the button is allowed to rotate.
  • returnspeed
<integer> If the Toggle spawnflag is not set, the speed at which the button auto-returns when left alone, in degrees per second. If set to 0, the entity automatically toggles.
  • _minlight
<float> The minimum level of ambient light that hits this brush.
  • startposition
<float> Position when spawned. The value is a range between 0.0 and 1.0, where 0 is the unrotated position and 1 is the rotated position + 'Distance'.
  • startdirection
<choices>
Literal Value Description
-1 Forward
1 Backward
  • solidbsp
<boolean>

Flags

  • 1 : Not Solid
  • 32 : Toggle (Disable Auto Return) - Toggle the direction of the rotation each time it is pressed. If set, overrides the returnspeed keyvalue. (This entity automatically toggles if returnspeed is set to 0.)
  • 64 : X Axis - Rotate around the X axis.
  • 128 : Y Axis - Rotate around the Y axis.
  • 1024 : Use Activates
  • 2048 : Starts locked
  • 8192 : Jiggle when used while locked

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.
  • RenderFields:

Color <color255>
Set the rendercolor.
Alpha <byte>
Set the renderamt.
  • 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.
  • Lock
Lock the button, preventing it from functioning.
  • Unlock
Unlock the button, allowing it to function.
  • SetPosition <float>
Move to a position. The parameter must be a value between 0 and 1, where 0 is the unrotated position and 1 is the rotated position + 'Distance'.
  • SetPositionImmediately <float>
Immediately teleport to a position. The parameter must be a value between 0 and 1, where 0 is the unrotated position and 1 is the rotated position + 'Distance'.

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.
  • Position <integer>
Fired whenever the button moves. The output is the position of button from 0 to 1, where 0 is the unrotated position and 1 is the rotated position + 'Distance'.
  • OnPressed
Fired when the button is first pressed. (activator is the player)
  • OnUnpressed
Fired when the button is first released from being pressed. (activator is the player)
  • OnFullyClosed
Fired when the button has reached position 1, the rotated position + 'Distance'.
  • OnFullyOpen
Fired when the button has reached position 0, the unrotated starting position.
  • OnReachedPosition
Fired whenever the button reaches a goal position: i.e. when it becomes open, becomes closed, or reaches the point specified by a 'SetPosition' input.
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