func_button
func_button
is a brush entity available in all Source games.
func_button | |
---|---|
Type | Brush entity |
Engine | |
Availability | In all games |
class hierarchy |
---|
CBaseButton defined in buttons.cpp
|
It is designed to be used for a player-usable button. When +used by the player, it moves to a pressed position.
For an example of a func_button
used to make a keypad, see the button_keypad prefab.
Bug:Do not lock while pressed; it will not return when unlocked.
Contents
Keyvalues
- Move Direction (Pitch Yaw Roll)
(movedir)
<angle> - Specifies the direction of motion to move when the button is used.
- Speed
(speed)
<integer> - The speed that the button moves, in units per second.
- Health (Obsolete)
(health)
<integer> - Legacy method of specifying whether or not the button can be shot to activate it. Use the Damage Activates spawnflag instead.
- Lip
(lip)
<integer> - The amount, in inches, of the button to leave sticking out of the wall it recedes into when pressed. Negative values make the button recede even further into the wall.
- Master (Obsolete)
(master)
<string> - Legacy support: The name of a master entity. If the master hasn't been activated, this button cannot be pressed.
- Sounds
(sounds)
<choices> - Make this button emit a sound when pressed. Note:The list below was made for Half-Life 2. All games support this keyvalue, but some don't have a number of these sound files. To edit these sounds, look for
Buttons.snd
(followed by a number from the Value column in this table) inhl2/scripts/game_sounds_world.txt
or your game's appropriate Soundscript file.
Value Description Default Sound Buttons 0
None (Silent) common/null.wav
1
Big zap & Warmup buttons/button1.wav
2
Access Denied buttons/button2.wav
3
Access Granted buttons/button3.wav
4
Quick Combolock buttons/button4.wav
5
Power Deadbolt 1 buttons/button5.wav
6
Power Deadbolt 2 buttons/button6.wav
7
Plunger buttons/button7.wav 8
Small zap buttons/button8.wav
9
Keycard Sound buttons/button9.wav
10
Buzz buttons/button10.wav
11
Buzz Off buttons/button11.wav 12
latch locked doors/latchlocked2.wav 13
Latch Unlocked doors/latchunlocked1.wav 14
Lightswitch buttons/lightswitch2.wav 15
small bleek buttons/button15.wav
16
small deny buttons/button16.wav
17
small doop buttons/button17.wav
18
small tech deny buttons/button18.wav
19
click and combine screen fuzz buttons/button19.wav
20
roomy beep buttons/button20.wav Levers 21
lever or wheel: turn + move sqeek buttons/lever1.wav
22
lever or wheel: latch + release gas buttons/lever2.wav
23
lever or wheel: ratchet + sqeek buttons/lever3.wav
24
lever or wheel: large ratchet buttons/lever4.wav
25
lever or wheel: clanky + gas release buttons/lever5.wav
26
lever or wheel: latch + large metal thud buttons/lever6.wav
27
lever or wheel: smaller ratchet buttons/lever7.wav
28
lever or wheel: smaller lever move buttons/lever8.wav
New buttons 31
shock buzz buttons/button21.wav 32
clickbeep buttons/button22.wav 33
tech blip buttons/button23.wav 34
clickbeepbeep open buttons/button24.wav
35
small high blip buttons/button12.wav 36
small tech fuzz blip buttons/button13.wav 37
small click bleep (change to lightswitch) buttons/button14.wav
Combine Buttons 40
combine door lock - locked buttons/combine_button_locked.wav
41
combine blip growl buttons/combine_button1.wav
42
combine squick growl buttons/combine_button2.wav
43
combine whine purr buttons/combine_button3.wav
44
combine click talk buttons/combine_button4.wav 45
combine click growl fizz buttons/combine_button5.wav
46
combine click fizz (deny) buttons/combine_button6.wav 47
combine click talker buttons/combine_button7.wav
- Delay Before Reset (-1 stay)
(wait)
<integer> - Amount of time, in seconds, after the button has been pressed before it returns to the starting position. Once it has returned, it can be used again. If the value is set to -1, the button never returns.
- Locked Sound
(locked_sound)
<choices> - Sound played when the player tries to use the button, and fails because it's locked.
Value Description Default Sound 0
None common/null.wav
2
Access Denied buttons/button2.wav
8
Small zap buttons/button8.wav
10
Buzz buttons/button10.wav
11
Buzz Off buttons/button11.wav 12
Latch Locked doors/latchlocked2.wav
- Unlocked Sound
(unlocked_sound)
<choices> - Sound played when the button is unlocked. Confirm:doesn't seem to work?
Value Description Default Sound 0
None common/null.wav
1
Big zap & Warmup buttons/button1.wav
3
Access Granted buttons/button3.wav
4
Quick Combolock buttons/button4.wav
5
Power Deadbolt 1 buttons/button5.wav
6
Power Deadbolt 2 buttons/button6.wav
7
Plunger buttons/button7.wav 8
Small zap buttons/button8.wav
9
Keycard Sound buttons/button9.wav
10
Buzz buttons/button10.wav
13
Latch Unlocked doors/latchunlocked1.wav
14
Lightswitch buttons/lightswitch2.wav
- Locked Sentence
(locked_sentence)
<choices> - A sentence played when the player tries to use the button, and fails because it's locked.
Value Description 0
None 1
Gen. Access Denied 2
Security Lockout 3
Blast Door 4
Fire Door 5
Chemical Door 6
Radiation Door 7
Gen. Containment 8
Maintenance Door 9
Broken Shut Door
- Unlocked Sentence
(unlocked_sentence)
<choices> - A sentence played when the button is unlocked.
Value Description 0
None 1
Gen. Access Granted 2
Security Disengaged 3
Blast Door 4
Fire Door 5
Chemical Door 6
Radiation Door 7
Gen. Containment 8
Maintenance area
- Glow Entity
(glow)
<targetname> (in all games since ) - The name of an entity that will get a
+use
glow for this button.
Bug:The Engine cannot properly find the Glow entity if its off-grid. It will pick several entities close to where the supposed off-grid glow entity is.
- Use Look-At Limit
(min_use_angle)
<string> (in all games since ) - Limit the usable look-at angle. -1 is looking directly away, 0 is looking perpendicular, 1 is looking directly at. To allow a deviation of at most 45°, insert cos(45°) ≈ 0.7071 or for 5° use cos(5°) ≈ 0.9962 (see dot product).
Targetname:
- Name
(targetname)
<string> - The targetname that other entities refer to this entity by.
Flags
- [
1
] : Don't move
- [
32
] : Toggle
- [
256
] : Touch Activates
- [
512
] : Damage Activates
- [
1024
] : Use Activates
- [
2048
] : Starts locked
- [
4096
] : Sparks
- [
16384
] : Non-solid (in all games since ) (also in )Tip:Use func_rot_button instead for non-solid buttons in other games.
Inputs
Lock
- Lock the button, preventing it from functioning.
Unlock
- Unlock the button, allowing it to function.
Press
- Activate the button as if it was pressed.
PressIn
- Activate the button as if it was pressed, sending it to the bottom position.
PressOut
- Unpress the button, sending it to the top position. Fire OnPressed output.
Outputs
OnDamaged
- Fired when the button is damaged.
OnPressed
- Fired when the button is pressed.
OnUseLocked
- Fired when the button is used while locked.
OnIn
- Fired when the button reaches the in/pressed position.
OnOut
- Fired when the button reaches the out/released position.