Func button: Difference between revisions
		
		
		
		
		
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 Tip:If you have a button over a prop, which fires outputs by damaging the button brush, you might as well use a prop_dynamic with its "OnTakeDamage" output. This will use the prop's collision mesh as the button, instead of a brush.
Tip:If you have a button over a prop, which fires outputs by damaging the button brush, you might as well use a prop_dynamic with its "OnTakeDamage" output. This will use the prop's collision mesh as the button, instead of a brush.
This is very useful for small items, since small button brushes may compile with missing faces, due to a vbsp bug[Clarify].
 Note:For Keyvalues and Inputs affecting brush rendering, see Brush entity/Rendering related keyvalues and inputs
Note:For Keyvalues and Inputs affecting brush rendering, see Brush entity/Rendering related keyvalues and inputs
 Tip:Use func_rot_button instead for non-solid buttons in other games, or use a %CompileNonSolid material.
Tip:Use func_rot_button instead for non-solid buttons in other games, or use a %CompileNonSolid material. Bug:In Half-Life 2 series nonsolid buttons may cause you to interact with things besides or behind the buttons.
Bug:In Half-Life 2 series nonsolid buttons may cause you to interact with things besides or behind the buttons.
		
	
| Robotboy655 (talk | contribs)  (→Flags:  Thats part of momentary_rot_button) | SirYodaJedi (talk | contribs)   (→Inputs:  probably worth noting entities where the use input does something, even when it's redundant) | ||
| (73 intermediate revisions by 22 users not shown) | |||
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| {{ | {{LanguageBar}} | ||
| {{ | {{TabsBar|main=gs2|base=func_button}} | ||
| {{CD|CBaseButton|file1=buttons.cpp}} | |||
| {{This is a|brush entity|name=func_button}} | |||
| It is designed to be used for a [[player]]-usable button. When [[+use]]d by the player, it moves to a pressed position. | |||
| For an example of a <code>func_button</code> used to make a keypad, see the [[button_keypad]] prefab. | |||
| {{ | {{tip|If you have a button over a prop, which fires outputs by damaging the button brush, you might as well use a {{ent|prop_dynamic}} with its "OnTakeDamage" output. This will use the prop's [[collision mesh]] as the button, instead of a brush.</br> | ||
| This is very useful for small items, since small button brushes may compile with missing faces, due to a [[vbsp]] bug{{clarify}}.}} | |||
| == Keyvalues == | |||
| {{Brush rendering note}} | |||
| == | {{KV Targetname}} | ||
| {{KV|Move Direction (Pitch Yaw Roll)  | {{KV|Glow Entity|intn=glow|targetname|only={{l4ds}}|The name of an entity that will get a {{ent|+use}} glow for this button. {{note|{{l4d2}} the "Hand Extend" animation will play when looking at Glow Entity.}}{{bug|The Engine cannot properly find the Glow entity if it's off-grid. It will pick several entities close to where the supposed off-grid glow entity is.}} }} | ||
| {{KV|Speed  | {{KV|Use Look-At Limit|intn=min_use_angle|since={{csgo}}|also={{gmod}}|string|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|dot product]]).}} | ||
| {{KV|Health (Obsolete)  | {{KV|Move Direction (Pitch Yaw Roll)|intn=movedir|angle|Specifies the direction of motion to move when the button is used.}} | ||
| {{KV|Lip  | {{KV|Delay Before Reset (-1 stay)|intn=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.}} | ||
| {{KV| | {{KV|Speed|intn=speed|integer|The speed that the button moves, in units per second.}} | ||
| {{KV|Health (Obsolete)|intn=health|integer|Legacy method of specifying whether or not the button can be shot to activate it. Use the ''Damage Activates'' spawnflag instead.}} | |||
| :{| class= | {{KV|Lip|intn=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.}} | ||
| {{KV|Sounds|intn=sounds|integer 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 <code>Buttons.snd</code> (followed by a number from the Value column in this table) in <code>hl2/scripts/game_sounds_world.txt</code> or your game's appropriate [[Soundscript]] file.}}}} | |||
| :{| class="wikitable mw-collapsible mw-collapsed" | |||
| ! colspan=3 | Choices  | |||
| |- | |||
| ! Value || Description || Default Sound | ! Value || Description || Default Sound | ||
| |- | |- | ||
| | Buttons | | colspan=3 | Buttons | ||
| |- | |- | ||
| | <code>0</code> || None (Silent) || common/null.wav | | <code>0</code> || None (Silent) || common/null.wav | ||
| Line 60: | Line 70: | ||
| | <code>20</code> || roomy beep || buttons/button20.wav | | <code>20</code> || roomy beep || buttons/button20.wav | ||
| |- | |- | ||
| | Levers | | colspan=3 | Levers | ||
| |- | |- | ||
| | <code>21</code> || lever or wheel: turn + move sqeek || buttons/lever1.wav | | <code>21</code> || lever or wheel: turn + move sqeek || buttons/lever1.wav | ||
| Line 72: | Line 82: | ||
| | <code>25</code> || lever or wheel: clanky + gas release || buttons/lever5.wav | | <code>25</code> || lever or wheel: clanky + gas release || buttons/lever5.wav | ||
| |- | |- | ||
| | <code>26</code> || lever or wheel: latch + large metal thud || buttons/ | | <code>26</code> || lever or wheel: latch + large metal thud || buttons/lever6.wav | ||
| |- | |- | ||
| | <code>27</code> || lever or wheel: smaller ratchet || buttons/ | | <code>27</code> || lever or wheel: smaller ratchet || buttons/lever7.wav | ||
| |- | |- | ||
| | <code>28</code> || lever or wheel: smaller lever move || buttons/ | | <code>28</code> || lever or wheel: smaller lever move || buttons/lever8.wav | ||
| |- | |- | ||
| | New buttons | | colspan=3 | New buttons | ||
| |- | |- | ||
| | <code>31</code> || shock buzz || buttons/button21.wav | | <code>31</code> || shock buzz || buttons/button21.wav | ||
| Line 94: | Line 104: | ||
| | <code>37</code> || small click bleep (change to lightswitch) || buttons/button14.wav | | <code>37</code> || small click bleep (change to lightswitch) || buttons/button14.wav | ||
| |- | |- | ||
| | Combine Buttons | | colspan=3 | Combine Buttons | ||
| |- | |- | ||
| | <code>40</code> || combine door lock - locked || buttons/combine_button_locked.wav | | <code>40</code> || combine door lock - locked || buttons/combine_button_locked.wav | ||
| Line 112: | Line 122: | ||
| | <code>47</code> || combine click talker || buttons/combine_button7.wav | | <code>47</code> || combine click talker || buttons/combine_button7.wav | ||
| |} | |} | ||
| {{KV|Locked Sound|intn=locked_sound|integer choices|Sound played when the player tries to use the button, and fails because it's locked.}} | |||
| {{KV|Locked Sound  | :{| class="wikitable  mw-collapsible mw-collapsed" | ||
| :{| class= | ! colspan=3 | Choices  | ||
| |- | |||
| ! Value || Description || Default Sound | ! Value || Description || Default Sound | ||
| |- | |- | ||
| Line 129: | Line 140: | ||
| | <code>12</code> || Latch Locked || doors/latchlocked2.wav | | <code>12</code> || Latch Locked || doors/latchlocked2.wav | ||
| |} | |} | ||
| {{KV|Unlocked Sound  | {{KV|Unlocked Sound|intn=unlocked_sound|integer choices|Sound played when the button is unlocked. {{confirm|doesn't seem to work?}}}} | ||
| :{| class= | :{| class="wikitable  mw-collapsible mw-collapsed" | ||
| ! colspan=3 | Choices  | |||
| |- | |||
| ! Value || Description || Default Sound | ! Value || Description || Default Sound | ||
| |- | |- | ||
| Line 157: | Line 170: | ||
| | <code>14</code> || Lightswitch || buttons/lightswitch2.wav | | <code>14</code> || Lightswitch || buttons/lightswitch2.wav | ||
| |} | |} | ||
| {{KV|Locked Sentence  | {{KV|Locked Sentence|intn=locked_sentence|integer choices|A sentence played when the player tries to use the button, and fails because it's locked.}} | ||
| :{| class= | :{| class="wikitable  mw-collapsible mw-collapsed" | ||
| ! colspan=3 | Choices  | |||
| |- | |||
| ! Value || Description | ! Value || Description | ||
| |- | |- | ||
| Line 181: | Line 196: | ||
| | <code>9</code> || Broken Shut Door | | <code>9</code> || Broken Shut Door | ||
| |} | |} | ||
| {{KV|Unlocked Sentence  | {{KV|Unlocked Sentence|intn=unlocked_sentence|integer choices|A sentence played when the button is unlocked.}} | ||
| :{| class= | :{| class="wikitable  mw-collapsible mw-collapsed" | ||
| ! colspan=3 | Choices  | |||
| |- | |||
| ! Value || Description | ! Value || Description | ||
| |- | |- | ||
| Line 203: | Line 220: | ||
| | <code>8</code> || Maintenance area | | <code>8</code> || Maintenance area | ||
| |} | |} | ||
| {{KV| | {{KV|Master (Obsolete)|intn=master|target_destination|Legacy support: The name of a master entity. If the master hasn't been activated, this button cannot be pressed.|obsolete=1}} | ||
| == Flags == | |||
| {{fl|1|Don't move}} | |||
| {{fl|32|Toggle|Makes the button fire the outputs "OnIn" and "OnOut" if being pressed repeatedly.<br>Does not fire "OnOut" when "Damage Activates" is also set. As a workaround you can have this button "press" another button somewhere out of reach, which only has the "toggle" and "don't move" flag.}} | |||
| {{fl|256|Touch Activates}} | |||
| {{fl|512|Damage Activates|If set, makes the button fire "OnPressed" when damaged. Honors the lock like any other input option.<br>"OnDamaged" would fire any time the button is pressed, even if locked.}} | |||
| {{fl|1024|[[Use]] Activates}} | |||
| {{fl|2048|Starts locked}} | |||
| {{fl|4096|Sparks}} | |||
| {{fl|16384|Non-solid|since={{csgo}}{{also|{{gmod}}}}}} | |||
| {{Tip|Use {{ent|func_rot_button}} instead for non-solid buttons in other games, or use a [[%CompileNonSolid]] material.{{bug|hidetested=true|In {{hl2series|1}} nonsolid buttons may cause you to interact with things besides or behind the buttons.}}}} | |||
| ==Inputs== | == Inputs == | ||
| {{ | {{I|Lock|Lock the button, preventing it from functioning. {{Bug|Do not lock while pressed; it will not return when unlocked.}}}} | ||
| {{ | {{I|Unlock|Unlock the button, allowing it to function.}} | ||
| {{ | {{I|Press|Activate the button as if it was pressed.}} | ||
| {{ | {{I|PressIn|Activate the button as if it was pressed, sending it to the bottom position.}} | ||
| {{ | {{I|PressOut|Unpress the button, sending it to the top position. Fire OnPressed output.}} | ||
| {{I  | {{I|[[Use]]|nofgd=1|Acts the same as if this entity were {{cmd|+use}}d.}} | ||
| ==Outputs== | == Outputs == | ||
| {{ | {{O|OnDamaged| activator = entity that damages this | ||
| {{ | |Fired when the button is damaged, regardless of whether it is locked, or if the "Damage Activates" is set.{{example|This could be used to destroy a locked button to open doors, while pressing "+use" would play a "Deny" sound.}} }} | ||
| {{ | {{O|OnPressed| activator = player that pressed the button or activator of the input causing this | ||
| {{ | |Fired when the button is activated through any means set by the flags.}} | ||
| {{ | {{O|OnUseLocked| activator = player that uses the button | ||
| |Fired when the button is used while locked.}} | |||
| {{O|OnIn| activator = entity that caused the press or entity that last damaged the button{{confirm}} | |||
| |Fired when the button reaches the in/pressed position.}} | |||
| {{O|OnOut| activator = entity that caused the press or entity that last damaged the button{{confirm}} | |||
| |Fired when the button reaches the out/released position. "Delay Before Reset" will fire this output, after the delay is over. If the "Toggle" flag is set, pressing the button again will fire this output.}} | |||
| ==See  | == See also == | ||
| *{{ent|func_rot_button}} | * {{ent|func_rot_button}} | ||
| *{{ent|momentary_rot_button}} | * {{ent|momentary_rot_button}} | ||
Latest revision as of 12:39, 29 October 2025
|  Class hierarchy | 
|---|
| CBaseButton | 
|  buttons.cpp | 
func_button  is a   brush entity  available in all  Source games.
 Source games.
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.
 Tip:If you have a button over a prop, which fires outputs by damaging the button brush, you might as well use a prop_dynamic with its "OnTakeDamage" output. This will use the prop's collision mesh as the button, instead of a brush.
Tip:If you have a button over a prop, which fires outputs by damaging the button brush, you might as well use a prop_dynamic with its "OnTakeDamage" output. This will use the prop's collision mesh as the button, instead of a brush.This is very useful for small items, since small button brushes may compile with missing faces, due to a vbsp bug[Clarify].
Keyvalues
 Note:For Keyvalues and Inputs affecting brush rendering, see Brush entity/Rendering related keyvalues and inputs
Note:For Keyvalues and Inputs affecting brush rendering, see Brush entity/Rendering related keyvalues and inputs
- Name (targetname) <string>[ Edit ]
- The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g. parentnameortarget).
 Also displayed in Hammer's 2D views and Entity Report.See also: Generic Keyvalues, Inputs and Outputs available to all entities
- Glow Entity (glow)  <targetname> (only in   ) )
- The name of an entity that will get a +use glow for this button.  Bug:The Engine cannot properly find the Glow entity if it's off-grid. It will pick several entities close to where the supposed off-grid glow entity is.  [todo tested in ?] Bug:The Engine cannot properly find the Glow entity if it's off-grid. It will pick several entities close to where the supposed off-grid glow entity is.  [todo tested in ?]
- Use Look-At Limit (min_use_angle)  <string> (in all games since  ) (also in ) (also in ) )
- 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).
- Move Direction (Pitch Yaw Roll) (movedir) <angle>
- Specifies the direction of motion to move when the button is used.
- 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.
- 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.
- Sounds (sounds) <integer 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 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 forButtons.snd(followed by a number from the Value column in this table) inhl2/scripts/game_sounds_world.txtor your game's appropriate Soundscript file.
- Choices - 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 
- Locked Sound (locked_sound) <integer choices>
- Sound played when the player tries to use the button, and fails because it's locked.
- Choices - 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) <integer choices>
- Sound played when the button is unlocked.  Confirm:doesn't seem to work? Confirm:doesn't seem to work?
- Choices - 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) <integer choices>
- A sentence played when the player tries to use the button, and fails because it's locked.
- Choices - 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) <integer choices>
- A sentence played when the button is unlocked.
- Choices - 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 
- Master (Obsolete) (master) <targetname>
- Legacy support: The name of a master entity. If the master hasn't been activated, this button cannot be pressed.
Flags
- Don't move : [1]
- Toggle : [32]
- Makes the button fire the outputs "OnIn" and "OnOut" if being pressed repeatedly.
 Does not fire "OnOut" when "Damage Activates" is also set. As a workaround you can have this button "press" another button somewhere out of reach, which only has the "toggle" and "don't move" flag.
- Touch Activates : [256]
- Damage Activates : [512]
- If set, makes the button fire "OnPressed" when damaged. Honors the lock like any other input option.
 "OnDamaged" would fire any time the button is pressed, even if locked.
- Use Activates : [1024]
- Starts locked : [2048]
- Sparks : [4096]
- Non-solid : [16384] (in all games since  (also in (also in )) ))
 Tip:Use func_rot_button instead for non-solid buttons in other games, or use a %CompileNonSolid material.
Tip:Use func_rot_button instead for non-solid buttons in other games, or use a %CompileNonSolid material. Bug:In Half-Life 2 series nonsolid buttons may cause you to interact with things besides or behind the buttons.
Bug:In Half-Life 2 series nonsolid buttons may cause you to interact with things besides or behind the buttons.Inputs
- Lock
- Lock the button, preventing it from functioning.  Bug:Do not lock while pressed; it will not return when unlocked.  [todo tested in ?] Bug:Do not lock while pressed; it will not return when unlocked.  [todo tested in ?]
- 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
- !activator = entity that damages this
 !caller = this entity
 Fired when the button is damaged, regardless of whether it is locked, or if the "Damage Activates" is set. Example:This could be used to destroy a locked button to open doors, while pressing "+use" would play a "Deny" sound. Example:This could be used to destroy a locked button to open doors, while pressing "+use" would play a "Deny" sound.
- OnPressed
- !activator = player that pressed the button or activator of the input causing this
 !caller = this entity
 Fired when the button is activated through any means set by the flags.
- OnUseLocked
- !activator = player that uses the button
 !caller = this entity
 Fired when the button is used while locked.
- OnIn
- !activator = entity that caused the press or entity that last damaged the button[confirm]
 !caller = this entity
 Fired when the button reaches the in/pressed position.
- OnOut
- !activator = entity that caused the press or entity that last damaged the button[confirm]
 !caller = this entity
 Fired when the button reaches the out/released position. "Delay Before Reset" will fire this output, after the delay is over. If the "Toggle" flag is set, pressing the button again will fire this output.


























