Func button: Difference between revisions
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Bug:Do not lock while pressed; it will not return when unlocked. [todo tested in ?]
Bug:The Engine cannot properly find the Glow entity if its off-grid. It will pick several entities close to where the supposed off-grid glow entity is. [todo tested in ?]
Note:Archived page history
Important:These pages are linked often from page history logs so Special:WhatLinksHere will not show anything.
(→Keyvalues: added note about glow entity and turned previous note to using BUG template) |
(Removed redundant Otherlang. Collapsed tables. Added examples for min_use_angle and linked dot product. Used Template:Fl and intn parameter of Template:KV.) |
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{{ | {{lang|Func button}} | ||
| | |||
}} | |||
{{Entity also in Source 2}} | {{Entity also in Source 2}} | ||
{{base brush|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. | |||
{{base brush|func_button}} It is designed to be used for a player-usable button. When | For an example of a <code>func_button</code> used to make a keypad, see the [[button_keypad]] prefab. | ||
{{bug|Do not lock while pressed; it will not return when unlocked.}} | {{bug|Do not lock while pressed; it will not return when unlocked.}} | ||
| Line 12: | Line 9: | ||
==Keyvalues== | ==Keyvalues== | ||
{{KV|Move Direction (Pitch Yaw Roll) | {{KV|Move Direction (Pitch Yaw Roll)|intn=movedir|angle|Specifies the direction of motion to move when the button is used.}} | ||
{{KV|Speed | {{KV|Speed|intn=speed|integer|The speed that the button moves, in units per second.}} | ||
{{KV|Health (Obsolete) | {{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.}} | ||
{{KV|Lip | {{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|Master (Obsolete) | {{KV|Master (Obsolete)|intn=master|string|Legacy support: The name of a master entity. If the master hasn't been activated, this button cannot be pressed.}} | ||
{{KV|Sounds | {{KV|Sounds|intn=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 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 mw-collapsible mw-collapsed" | ||
! Value || Description || Default Sound | ! Value || Description || Default Sound | ||
|- | |- | ||
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| <code>47</code> || combine click talker || buttons/combine_button7.wav | | <code>47</code> || combine click talker || buttons/combine_button7.wav | ||
|} | |} | ||
{{KV|Delay Before Reset (-1 stay) | {{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|Locked Sound | {{KV|Locked Sound|intn=locked_sound|choices|Sound played when the player tries to use the button, and fails because it's locked.}} | ||
:{| class=standard-table | :{| class="standard-table mw-collapsible mw-collapsed" | ||
! Value || Description || Default Sound | ! Value || Description || Default Sound | ||
|- | |- | ||
| Line 134: | Line 131: | ||
| <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|choices|Sound played when the button is unlocked. {{confirm|doesn't seem to work?}}}} | ||
:{| class=standard-table | :{| class="standard-table mw-collapsible mw-collapsed" | ||
! Value || Description || Default Sound | ! Value || Description || Default Sound | ||
|- | |- | ||
| Line 162: | Line 159: | ||
| <code>14</code> || Lightswitch || buttons/lightswitch2.wav | | <code>14</code> || Lightswitch || buttons/lightswitch2.wav | ||
|} | |} | ||
{{KV|Locked Sentence | {{KV|Locked Sentence|intn=locked_sentence|choices|A sentence played when the player tries to use the button, and fails because it's locked.}} | ||
:{| class=standard-table | :{| class="standard-table mw-collapsible mw-collapsed" | ||
! Value || Description | ! Value || Description | ||
|- | |- | ||
| Line 186: | Line 183: | ||
| <code>9</code> || Broken Shut Door | | <code>9</code> || Broken Shut Door | ||
|} | |} | ||
{{KV|Unlocked Sentence | {{KV|Unlocked Sentence|intn=unlocked_sentence|choices|A sentence played when the button is unlocked.}} | ||
:{| class=standard-table | :{| class="standard-table mw-collapsible mw-collapsed" | ||
! Value || Description | ! Value || Description | ||
|- | |- | ||
| Line 208: | Line 205: | ||
| <code>8</code> || Maintenance area | | <code>8</code> || Maintenance area | ||
|} | |} | ||
{{KV|Glow Entity | {{KV|Glow Entity|intn=glow|targetname|since=L4D|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.}} | {{note|{{l4d2}} the "Hand Extend" animation will play when looking at Glow Entity.}} | ||
{{bug|The Engine cannot properly find the Glow entity if its off-grid. It will pick several entities close to where the supposed off-grid glow entity is.}} | {{bug|The Engine cannot properly find the Glow entity if its off-grid. It will pick several entities close to where the supposed off-grid glow entity is.}} | ||
{{KV|Use Look-At Limit | {{KV|Use Look-At Limit|intn=min_use_angle|since=CSGO|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 visiblebrush|l4d=1}} | {{KV visiblebrush|l4d=1}} | ||
{{KV BaseEntity|brush=1}} | {{KV BaseEntity|brush=1}} | ||
==Flags== | ==Flags== | ||
{{fl|1|Don't move}} | |||
{{fl|32|Toggle}} | |||
{{fl|256|Touch Activates}} | |||
{{fl|512|Damage Activates}} | |||
{{fl|1024|Use Activates}} | |||
{{fl|2048|Starts locked}} | |||
{{fl|4096|Sparks}} | |||
{{fl|16384|Non-solid}} {{CSGO add}} {{GMOD also}} | |||
==Inputs== | ==Inputs== | ||
Revision as of 19:32, 28 March 2022
This entity is also available as [[{{{1}}}|{{{1}}}]] for the Source 2 engine.
Template:Base brush 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.
Keyvalues
- Move Direction (Pitch Yaw Roll) (movedir) <angle>
- Specifies the direction of motion to move when the button is used.
- 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.
- Master (Obsolete) (master) <string>
- Legacy support: The name of a master entity. If the master hasn't been activated, this button cannot be pressed.
- Sounds (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 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.txtor your game's appropriate Soundscript file.
Value Description Default Sound Buttons 0None (Silent) common/null.wav 1Big zap & Warmup buttons/button1.wav 2Access Denied buttons/button2.wav 3Access Granted buttons/button3.wav 4Quick Combolock buttons/button4.wav 5Power Deadbolt 1 buttons/button5.wav 6Power Deadbolt 2 buttons/button6.wav 7Plunger buttons/button7.wav 8Small zap buttons/button8.wav 9Keycard Sound buttons/button9.wav 10Buzz buttons/button10.wav 11Buzz Off buttons/button11.wav 12latch locked doors/latchlocked2.wav 13Latch Unlocked doors/latchunlocked1.wav 14Lightswitch buttons/lightswitch2.wav 15small bleek buttons/button15.wav 16small deny buttons/button16.wav 17small doop buttons/button17.wav 18small tech deny buttons/button18.wav 19click and combine screen fuzz buttons/button19.wav 20roomy beep buttons/button20.wav Levers 21lever or wheel: turn + move sqeek buttons/lever1.wav 22lever or wheel: latch + release gas buttons/lever2.wav 23lever or wheel: ratchet + sqeek buttons/lever3.wav 24lever or wheel: large ratchet buttons/lever4.wav 25lever or wheel: clanky + gas release buttons/lever5.wav 26lever or wheel: latch + large metal thud buttons/Lever6.wav 27lever or wheel: smaller ratchet buttons/Lever7.wav 28lever or wheel: smaller lever move buttons/Lever8.wav New buttons 31shock buzz buttons/button21.wav 32clickbeep buttons/button22.wav 33tech blip buttons/button23.wav 34clickbeepbeep open buttons/button24.wav 35small high blip buttons/button12.wav 36small tech fuzz blip buttons/button13.wav 37small click bleep (change to lightswitch) buttons/button14.wav Combine Buttons 40combine door lock - locked buttons/combine_button_locked.wav 41combine blip growl buttons/combine_button1.wav 42combine squick growl buttons/combine_button2.wav 43combine whine purr buttons/combine_button3.wav 44combine click talk buttons/combine_button4.wav 45combine click growl fizz buttons/combine_button5.wav 46combine click fizz (deny) buttons/combine_button6.wav 47combine click talker buttons/combine_button7.wav
- 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.
- Locked Sound (locked_sound) <choices>
- Sound played when the player tries to use the button, and fails because it's locked.
Value Description Default Sound 0None common/null.wav 2Access Denied buttons/button2.wav 8Small zap buttons/button8.wav 10Buzz buttons/button10.wav 11Buzz Off buttons/button11.wav 12Latch Locked doors/latchlocked2.wav
- Unlocked Sound (unlocked_sound) <choices>
- Sound played when the button is unlocked.
Confirm:doesn't seem to work?
Value Description Default Sound 0None common/null.wav 1Big zap & Warmup buttons/button1.wav 3Access Granted buttons/button3.wav 4Quick Combolock buttons/button4.wav 5Power Deadbolt 1 buttons/button5.wav 6Power Deadbolt 2 buttons/button6.wav 7Plunger buttons/button7.wav 8Small zap buttons/button8.wav 9Keycard Sound buttons/button9.wav 10Buzz buttons/button10.wav 13Latch Unlocked doors/latchunlocked1.wav 14Lightswitch buttons/lightswitch2.wav
- Locked Sentence (locked_sentence) <choices>
- A sentence played when the player tries to use the button, and fails because it's locked.
Value Description 0None 1Gen. Access Denied 2Security Lockout 3Blast Door 4Fire Door 5Chemical Door 6Radiation Door 7Gen. Containment 8Maintenance Door 9Broken Shut Door
- Unlocked Sentence (unlocked_sentence) <choices>
- A sentence played when the button is unlocked.
Value Description 0None 1Gen. Access Granted 2Security Disengaged 3Blast Door 4Fire Door 5Chemical Door 6Radiation Door 7Gen. Containment 8Maintenance area
- Glow Entity (glow) <targetname> (in all games since
) - The name of an entity that will get a +use glow for this button.
- Use Look-At Limit (min_use_angle) <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. To allow a deviation of at most 45°, insert cos(45°) ≈ 0.7071 or for 5° use cos(5°) ≈ 0.9962 (see dot product).
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Please use {{Brush rendering note}} instead.
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Please use {{Brush rendering note}} instead.
You can help our editors by replacing or deleting this template on the Pages that use this template. Once no more pages use this template, it should be Marked for deletion.
Flags
- Don't move : [1]
- Toggle : [32]
- Touch Activates : [256]
- Damage Activates : [512]
- Use Activates : [1024]
- Starts locked : [2048]
- Sparks : [4096]
- Non-solid : [16384] Template:CSGO add Template:GMOD also
Inputs
- 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.
- SetDamageFilter <targetname>
- Sets a filter for this entity for when it receives damage.
- EnableDamageForces
- Allows the entity to be pushed by damage done to it (usually force amount correlates with the damage done).
- DisableDamageForces
- Prevents the entity from being pushed by damage done to it.
Todo: move/mention at proper place
Outputs
- 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.