Func plat

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Contents

Entity Description

FGD Code

@SolidClass base(BasePlat) = func_plat :
	"A brush entity that moves vertically, and can rotate while doing so."
[
	spawnflags(flags) =
	[
		1: "Toggle" : 1
	]
	noise1(sound) : "Movement Sound" : : "The sound to play when the brush moves."
	noise2(sound) : "Stop Sound" : : "The sound to play when the brush stops moving."
	speed(float) : "Speed" : "50.000000" : "Speed at which the brush moves"
	lip(float) : "Lip" : "0.000000" :	"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."
]

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.
  • Shadow:

Disable shadows <bool>
Prevent the entity from creating cheap render-to-texture shadows. Does not affect shadow mapping.
  • noise1
<sound> The sound to play when the brush moves.
  • noise2
<sound> The sound to play when the brush stops moving.
  • speed
<integer> Speed at which the brush moves.
  • lip
<float> 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."

Flags

  • 1 : Toggle

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.
  • Toggle
Toggles the platform's state.
  • GoUp
Tells the platform to go up.
  • GoDown
Tells the platform to go down.
  • Shadow:

EnableShadow
DisableShadow
Control the entity's cheap render-to-texture shadow. Does not affect shadow mapping.

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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