Momentary rot button
From Valve Developer Community
This Brush-based Entity is available in all Source Games.
| Table of contents |
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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.
- See also func_button and func_rot_button.
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Keyvalues
- targetname <target_source>
- Defines the name that other entities refer to this entity by.
- hammerid [Episode Two Update]
- <integer readonly> This id is used for debugging purposes in Hammer.
- parentname <target_destination>
- Specifies the targetname of this entity's Parent in a movement hierarchy. Child entities move with their Parent.
- origin
- <origin> The position of this entity's center in the world. Rotating entities rotate around their origin.
- Pitch Yaw Roll (Y Z X)
- This entity's angular orientation in the world (also used for angular effect entities).
- renderfx
- <choices>
Literal Value Description 0 Normal 1 Slow Pulse 2 Fast Pulse 3 Slow Wide Pulse 4 Fast Wide Pulse 5 Slow Fade Away 6 Fast Fade Away 7 Slow Become Solid 8 Fast Become Solid 9 Slow Strobe 10 Fast Strobe 11 Faster Strobe 12 Slow Flicker 13 Fast Flicker 14 Constant Glow 15 Distort 16 Hologram (Distort + fade) 17 Scale up 22 Spotlight FX 23 Cull By Distance (TEST) 24 Fade Wider Pulse
- rendermode
- <choices> Used to set a non-standard rendering mode on this entity. See also 'FX Amount' and 'FX Color'.
Literal Value Render Mode Description (Click for more info.) 0 Normal Default rendering. 1 Color Obsolete. 2 Texture Plain opacity. 3 Glow No Z buffer checks. Fixed size on screen. 4 Solid / Alphatest Obsolete. (Use alphatest capabilities in materials instead.) 5 Additive Obsolete. Add this entity's color to what's behind it. 7 Additive Fractional Frame Obsolete? Blend between animation frames. 8 Alpha Add (Not in FGD.) Add alpha. 9 World Space Glow No Z buffer checks. Fixed size in world (as opposed to on screen). 10 Dont Render / None Don't render.
- renderamt
- <integer> FX Amount (0 - 255) - How opaque the entity will be rendered. (
0is fully transparent, while255is fully opaque). Will not work if the rendermode keyvalue is set to Normal or Dont Render.
- rendercolor
- <color255> FX Color - What color the entity will be rendered in (to the degree of the opacity set with renderamt).
- 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>
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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
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Inputs
- Kill
- Removes this entity from the world.
- 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 == infinite)>
- Causes this entity's OnUser1-4 outputs to be fired. See User Inputs and Outputs.
- Color <color255>
- Set the rendercolor.
- Alpha <byte>
- Set the renderamt.
- SetParent <target_destination>
- Changes the entity's parent in the movement hierarchy.
- SetParentAttachment <string>
- Change this entity to attach to a specific attachment point on its parent. Entities must be parented before being sent this input. The parameter passed in should be the name of the attachment.
- SetParentAttachmentMaintainOffset <string> [Episode One Update]
- Change this entity to attach to a specific attachment point on it's parent. Entities must be parented before being sent this input. The parameter passed in should be the name of the attachment. The entity will maintain it's position relative to the Parent's Origin and Angles at the time it is attached.
- 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'.
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Outputs
- Fired in response to FireUser1-4 inputs. See User Inputs and Outputs.
- !activator = activator
- 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 = player
- OnUnpressed
- Fired when the button is first released from being pressed.
- !activator = 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.
