Func pendulum (GoldSrc): Difference between revisions
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== 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 renderfields}} | {{Hl1 kv renderfields}} | ||
{{Hl1 kv zhlt}} | {{Hl1 kv zhlt}} | ||
== 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.}}}} | {{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
func_pendulum is a brush entity available in all
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 - Normal
- Color
- Texture
- Glow
- Solid
- 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 - Normal
- Slow Pulse
- Fast Pulse
- Slow Wide Pulse
- Fast Wide Pulse
- Slow Fade Away
- Fast Fade Away
- Slow Become Solid
- Fast Become Solid
- Slow Strobe
- Fast Strobe
- Faster Strobe
- Slow Flicker
- Fast Flicker
- Constant Glow
- Distort
- Hologram (Distort + fade)
- Minimum light level (_minlight) <float>
- Range 0-2. 1 is full brightness, 2 is maximum overbright brightness.
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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.