Momentary rot button

From Valve Developer Community

This Brush-based Entity is available in all Source Games.

Table of 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

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.
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. (0 is fully transparent, while 255 is 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>

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

  • 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.
Set the rendercolor.
Set the renderamt.
Changes the entity's parent in the movement hierarchy.
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.
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'.

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.