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Func pendulum (GoldSrc): Difference between revisions

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{{tabsBar |main=hls|base=func_pendulum}}
{{tabsBar|main=func_pendulum}}
{{this is a|brush entity|name=func_pendulum|engine=GoldSrc}} It creates an object that moves in the manner of a pendulum. Because this is a rotating entity, an origin brush must be a part of it.
{{this is a|brush entity|name=func_pendulum|engine=GoldSrc}} It creates an object that moves in the manner of a pendulum. Because this is a rotating entity, an origin brush must be a part of it.


== Key Values ==
== Key Values ==
{{Hl1 kv targetname}}
{{KV Angles}}
{{KV|intn=speed|Speed|integer|Speed at which the pendulum swings in degrees/second.}}
{{KV|intn=distance|Distance|integer|Maximum distance the pendulum swings.}}
{{KV|intn=damp|Damping (0-1000)|float|}}
{{KV|intn=dmg|Damage inflicted if touched|float}}
{{Hl1 kv global}}
{{Hl1 kv global}}
{{Hl1 kv targetname}}
{{Hl1 kv renderfields}}
{{Hl1 kv renderfields}}
{{KV Angles}}
{{Hl1 kv zhlt}}
{{Hl1 kv zhlt}}
{{ScrollBox|title=Pendulum|
{{KV|Speed|integer|Speed at which the pendulum swings in degrees/second.}}
{{KV|Distance|integer|Maximum distance the pendulum swings.}}
{{KV|Damping (0-1000)|integer|}}
{{KV|_minlight|integer|Minimum amount of light this entity recieves.}}
}}


== Flags ==
== Flags ==
{{fl|1|Start ON}}
{{fl|1|Start ON}}
{{fl|2|Rope swing|nofgd=1|{{clarify|"Makes the pendulum a rope swing", according to the HLSDK code comment. This changes how it acts when touched.}}}}
{{fl|8|Passable}}
{{fl|8|Passable}}
{{fl|16|Auto-return|If this is enabled, it will cause the pendulum to return to the start position when it is triggered. This may produce unexpected results.}}
{{fl|16|Auto-return|If this is enabled, it will cause the pendulum to return to the start position when it is triggered. This may produce unexpected results.}}

Latest revision as of 15:24, 10 November 2025

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func_pendulum is a brush entity available in all GoldSrc GoldSrc games. It creates an object that moves in the manner of a pendulum. Because this is a rotating entity, an origin brush must be a part of it.

Key Values

Name (targetname) <string>
The targetname that other entities refer to this entity by, usually via the target, killtarget, and TriggerTarget KVs.
Pitch Yaw Roll (Y Z X) (angles) <QAngle>
This entity's orientation in the world. Pitch is rotation around the Y axis, yaw is the rotation around the Z axis, roll is the rotation around the X axis.
Speed (speed) <integer>
Speed at which the pendulum swings in degrees/second.
Distance (distance) <integer>
Maximum distance the pendulum swings.
Damping (0-1000) (damp) <float>
Damage inflicted if touched (dmg) <float>
Global Entity Name (globalname) <string>
Name to identify entity accross level transitions. Entities with the same global name will have the same status accross maps.
Render Mode (rendermode) <choices>
Render Mode to use.
Render modes
  1. Normal
  2. Color
  3. Texture
  4. Glow
  5. Solid
  6. Additive
Render Amount (0-255) (renderamt) <integer>
Controls transparency when using another render mode then normal. 0 is completely invisible, and 255 is opaque. If render mode is solid, then all values except 0 are opaque.
Render Color (R G B) (rendercolor) <color255>
Color to use by the specified render mode.
Also used on brush entities to control the speed of scrolling textures; see func_conveyor for more information.
Render FX (renderfx) <choices>
Render FX mode to use, for special effects.
Render effects
  1. Normal
  2. Slow Pulse
  3. Fast Pulse
  4. Slow Wide Pulse
  5. Fast Wide Pulse
  6. Slow Fade Away
  7. Fast Fade Away
  8. Slow Become Solid
  9. Fast Become Solid
  10. Slow Strobe
  11. Fast Strobe
  12. Faster Strobe
  13. Slow Flicker
  14. Fast Flicker
  15. Constant Glow
  16. Distort
  17. Hologram (Distort + fade)


Minimum light level (_minlight) <float>
Range 0-2. 1 is full brightness, 2 is maximum overbright brightness.
ZHLT family
ZHLT Light Flags (ZHLT 2.2+) (zhlt_lightflags) <flags>
Special lighting behavior. Only available if using Zoner's Half-Life Compile Tools or a fork thereof.
1 - Embedded Fix
2 - Opaque (blocks light)
4 - Concave fix
Note.pngNote:Most FGDs will have this as "choices" with options for values of 0/1/2/3/6, because Hammer and Jack do not support the "flags" KV type outside of Spawnflags.
Light Origin Target (ZHLT 2.2+) (light_origin) <targetname>
During lighting compilation, this entity will be treated as if its origin were at the target entity's origin. Requires an origin brush.
Entity to Use Model From (ZHLT) (zhlt_usemodel) <targetname>
Used to set the model to a different entity's model (bmodel, BSP, MDL, or SPR). The targeted entity will be moved before this entity to ensure proper loading. Requires an origin brush on this entity, as well as on the target entity if target entity is a brush entity.
Nonsolid (ZHLT) (zhlt_noclip) <boolean>
Disables generation of clipnodes for all brushes on this entity, except for clip brushes. The entity may still be solid to point traces (hitscans, grenades, etc) if the brush contents are set to solid.
Tip.pngTip:Always enable this for cosmetic func_illusionary, (not if, for example, skin is set to -16 to make it a ladder); VHLT does not strip clipnodes for this entity.


Don't Render (ZHLT 3+) (zhlt_invisible) <boolean>
Treat all faces as if they were textured with NULL.
Tip.pngTip:Use this on triggers which use custom textures instead of AAATRIGGER or NULL, such as ladders.
Custom Hull 1 (VHLT+) (zhlt_hull1) <targetname>
Custom Hull 2 (VHLT+) (zhlt_hull2) <targetname>
Custom Hull 3 (VHLT+) (zhlt_hull3) <targetname>
Which named info_hullshape entity to use for the specified clipping hull.
Mins/Maxs (VHLT+) (zhlt_minsmaxs) <mins vector + maxs vector>
Override this entity's bounding box.
zhlt_transform (zhlt_transform) <???>
Never visible (VHLT+) (zhlt_hidden) <boolean>
Don't create marksurfaces for this entity, resulting in it being treated by VIS as never visible.
Tip.pngTip:The _HIDDEN texture suffix does the same thing, but also works on world brushes, which are used for model lighting.
Strip lightmaps after compiling (VHLT+) (zhlt_striprad) <boolean>
Undefines the lightmaps for brushes on this entity after compiling, resulting in the faces being fullbright and not using up allocblock. Unlike TEX_SPECIAL, faces with zhlt_striprad will still affect bounced lighting.


Custom Shadow Color (VHLT+) (zhlt_customshadow) <color1>
If this entity casts shadows, the shadows will be this color instead of black. Can also be a single value, for monochrome.
Fake Lightmap (VHLT v33+) (zhlt_embedlightmap) <boolean>
Generates unique diffuse textures for all textured faces, then bakes lighting information directly into the generated textures. Primarily used to prevent translucent surfaces from "glowing", as rendermodes which support translucency don't render lightmaps on the vanilla renderer. Implies zhlt_striprad.
Icon-Important.pngImportant:The resulting textures will be renamed to have the prefix __rad; as such, any unique attributes will be lost.
Downscale Fake Lightmap (VHLT v34+) (zhlt_embedlightmapresolution) <integer>
Downscale texture created by zhlt_embedlightmap this many times.
ericw-tools
Note.pngNote:If any of the booleans are set in worldspawn, they can be disabled per entity by being set to -1.
Cast shadows (_shadow) <boolean>
Cast shadows from this entity. Implies _shadowself.
Self-shadowed (_shadowself) <boolean>
Cast shadows from this entity onto itself.
Shadow world only (_shadowworldonly) <boolean>
Only cast shadows on world, not models.
Smooth shading (_phong) <boolean>
Enable smooth shading between faces which are less than _phong_angle.
Autosmoothing angle (_phong_angle) <integer>
Angle to smooth; default 89. Set to 44 to match QRAD/HLRAD defaults.
Maximum light level (_maxlight) <normal>
Minlight color (_mincolor, _minlight_color) <color1>
Color of _minlight. Also accepts color255, provided at least one value is greater than 1.
Minlight only (_lightignore) <boolean>
Only receive lighting from _minlight
Disable backface culling (_mirrorinside) <boolean>

Flags

Start ON : [1]
Rope swing : [2] !FGD
Clarify: "Makes the pendulum a rope swing", according to the HLSDK code comment. This changes how it acts when touched.
Passable : [8]
Auto-return : [16]
If this is enabled, it will cause the pendulum to return to the start position when it is triggered. This may produce unexpected results.
X Axis : [64]
Y Axis : [128]
Not In Deathmatch : [2048]
Prevent this entity from attempting to spawn when deathmatch (multiplayer) is enabled.