Button target (GoldSrc): Difference between revisions
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Note:While the intended functionality of this entity is rendered useless by func_button's ability to be shot with a non-zero health and not move with a spawnflag, it can still be useful as a intermediary "logic entity" due to respecting state when targeted by trigger_relay, something that some entities, such as func_door do not do. If using for this situation, either create the button_target as a point entity, or put it in a distant, isolated room, so that it cannot be accidentally triggered via being shot or receiving blast damage.
m (Changed parameters of {{this is a}} to comply with the updated version. This action was performed by a bot.) |
SirYodaJedi (talk | contribs) (This could be worded better) |
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{{this is a|brush entity|name=button_target|engine=GoldSrc}} This entity allows you to create a solid that acts like a button when | {{CD|CButtonTarget|goldsrc=1|file1=buttons.cpp}} | ||
{{this is a|brush entity|name=button_target|engine=GoldSrc}} This entity allows you to create a solid that acts like a button when receiving damage (including blast damage from explosions). It won't move, but will change texture and activate its target. | |||
{{note|While the intended functionality of this entity is rendered useless by {{ent|func_button|engine=GoldSrc}}'s ability to be shot with a non-zero health and not move with a spawnflag, it can still be useful as a intermediary "logic entity" due to respecting state when targeted by {{ent|trigger_relay|engine=goldsrc}}, something that some entities, such as {{ent|func_door|engine=goldsrc}} do not do. If using for this situation, either create the button_target as a [[point entity]], or put it in a distant, isolated room, so that it cannot be accidentally triggered via being shot or receiving blast damage.}} | |||
== Key Values == | == Key Values == | ||
{{Hl1_kv_targetname}} | {{Hl1_kv_targetname}} | ||
:{{!fgd}} in many FGDs. | |||
{{Hl1_kv_renderfields}} | {{Hl1_kv_renderfields}} | ||
{{hl1_kv_master}} | {{hl1_kv_master}} | ||
| Line 7: | Line 12: | ||
== Flags == | == Flags == | ||
* | * {{fl|1|Use Activates}} | ||
* | * {{fl|2|Start On}} | ||
== | == External links == | ||
* {{ | * {{twhl|button_target}} | ||
Revision as of 18:30, 24 October 2025
| CButtonTarget |
button_target is a brush entity available in all
GoldSrc games. This entity allows you to create a solid that acts like a button when receiving damage (including blast damage from explosions). It won't move, but will change texture and activate its target.
Key Values
- Name (targetname) <string>
- The targetname that other entities refer to this entity by.
- !FGD in many FGDs.
- Render FX (renderfx) <choices>
- Render FX mode to use, for special effects.
Value Description 0 Normal 1 Slow Pulse 2 Fast Pulse 3 Slow Wide Pulse 4 Fast Wide Pulse 5 Slow Fade Away 6 Fast Fade Away 7 Slow Become Solid 8 Fast Become Solid 9 Slow Strobe 10 Fast Strobe 11 Faster Strobe 12 Slow Flicker 13 Fast Flicker 14 Constant Glow 15 Distort 16 Hologram (Distort + fade)
- Render Mode (rendermode) <choices>
- Render Mode to use.
Value Description 0 Normal 1 Color 2 Texture 3 Glow 4 Solid 5 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.
- Master (master) <targetname>
- Name of a master entity. If the master hasn't been activated, this entity will not activate.
- Minimum light level (_minlight) <normal>
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Flags
- Use Activates : [1]
- Start On : [2]