Func button: Difference between revisions
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Bug:Do not lock while pressed; it will not return when unlocked. However, this can be fixed by firing the PressOut input to return the button. [todo tested in ?]
(→Keyvalues: added complete filepaths, and for every sound. before you touch this edit, look at hl2's game_sounds_world.txt. the confirm was tested in portal 2 by the way.) |
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{{KV|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|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|Master (Obsolete)|string|Legacy support: The name of a master entity. If the master hasn't been activated, this button cannot be pressed.}} | {{KV|Master (Obsolete)|string|Legacy support: The name of a master entity. If the master hasn't been activated, this button cannot be pressed.}} | ||
{{KV|Sounds|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, namely Portal 2, 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}}}} | {{KV|Sounds|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, namely Portal 2, 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=standard-table | :{| class=standard-table | ||
! Value || Description || Default Sound | ! Value || Description || Default Sound |
Revision as of 01:01, 17 May 2018
Entity description
It is designed to be used for a player-usable button. When used by the player, it moves to a pressed position.
Template:Brushmodel
For an example of a func_button
used to make a keypad, see the button_keypad prefab.

Keyvalues
- Move Direction (Pitch Yaw Roll) ([todo internal name (i)]) <angle>
- Specifies the direction of motion to move when the button is used.
- Health (Obsolete) ([todo internal name (i)]) <integer>
- Legacy method of specifying whether or not the button can be shot to activate it. Use the 'Damage Activates' spawnflag instead.
- Lip ([todo internal name (i)]) <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.
- Master (Obsolete) ([todo internal name (i)]) <string>
- Legacy support: The name of a master entity. If the master hasn't been activated, this button cannot be pressed.
- Sounds ([todo internal name (i)]) <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, namely Portal 2, don't have a number of these sound files. To edit these sounds, look for
Buttons.snd
(followed by a number from the Value column in this table) inhl2/scripts/game_sounds_world.txt
or your game's appropriate Soundscript file.
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
- Delay Before Reset (-1 stay) ([todo internal name (i)]) <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.
- Locked Sound ([todo internal name (i)]) <choices>
- Sound played when the player tries to use the button, and fails because it's locked.
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 ([todo internal name (i)]) <choices>
- Sound played when the button is unlocked.
Confirm:doesn't seem to work?
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 ([todo internal name (i)]) <choices>
- A sentence played when the player tries to use the button, and fails because it's locked.
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 ([todo internal name (i)]) <choices>
- A sentence played when the button is unlocked.
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
- Minimum Light Level ([todo internal name (i)]) <string>
- The minimum level of ambient light that hits this brush.
- Use Look-At Limit ([todo internal name (i)]) <string> (in all games since
)
- Limit the usable look-at angle. -1 is looking directly away, 0 is looking perpendicular, 1 is looking directly at.
- Name (targetname) <string>[ Edit ]
- The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g.
parentname
ortarget
).
Also displayed in Hammer's 2D views and Entity Report.See also: Generic Keyvalues, Inputs and Outputs available to all entities
Parentname:
- Parent (parentname) <targetname>
- Specifies a movement parent. An entity will maintain its initial offset from its parent. An attachment point can be added to the end of the name, separated by a comma.
Origin:
- Origin (X Y Z) (origin) <origin>
- The position of this entity's center in the world. Rotating entities typically rotate around their origin.
RenderFields:
- Render Mode (rendermode) <byte choices>
- Set a non-standard rendering mode on this entity.
Render Modes
- Render FX (renderfx) <byte choices>
- Various somewhat legacy alpha effects. See render effects.
- Render Amount / Transparency (renderamt) <byte>
- Transparency amount, requires a Render Mode other than Normal. 0 is invisible, 255 is fully visible.
- Render Color (R G B) (rendercolor) <color255>
- Color tint.
DamageFilter:
- Damage Filter (damagefilter) <targetname>
- Name of the filter_damage_type entity that controls which entities can damage us.
Flags
- 1 : Don't move
- 32 : Toggle
- 256 : Touch Activates
- 512 : Damage Activates
- 1024 : Use Activates
- 2048 : Starts locked
- 4096 : Sparks
Inputs
Parentname:
- SetParent <string >
- Move with this entity. See Entity Hierarchy (parenting).
- SetParentAttachment <string >
- Change this entity to attach to a specific attachment point on its parent. The entity will teleport so that the position of its root bone matches that of the attachment. Entities must be parented before being sent this input.
- SetParentAttachmentMaintainOffset <string >
- As above, but without teleporting. The entity retains its position relative to the attachment at the time of the input being received.
- ClearParent
- Removes this entity from the the movement hierarchy, leaving it free to move independently.
RenderFields:
- Alpha <integer 0–255>
- Sets the entity's transparency to a number from 0 (invisible) to 255 (fully visible). Requires the entity to have its
rendermode
set to a number other than0
.
- Color <color255 >
- Sets an RGB color for the entity.
DamageFilter:
- SetDamageFilter <string >
- Sets the entity to use as damage filter. Pass in an empty string (no parameter) to clear the damage filter.
Button:
- Lock
- Lock the button, preventing it from functioning.
- 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.
Outputs
Button:
- OnDamaged
- Fired when the button is damaged.
- OnPressed
- Fired when the button is pressed.
- OnUseLocked
- Fired when the button is used while locked.
- OnIn
- Fired when the button reaches the in/pressed position.
- OnOut
- Fired when the button reaches the out/released position.