Talk:Func button: Difference between revisions

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The [[func_door]] page lists them as only being on 4 games but this page doesn't. It's in the source 2013 code but it appears to be non-functional. None of hl2 base maps use it either, they all use the default value of 0 (which does nothing). --[[User:Sirhephaestus|Sirhephaestus]] ([[User talk:Sirhephaestus|talk]]) 07:41, 12 November 2024 (PST)
The [[func_door]] page lists them as only being on 4 games but this page doesn't. It's in the source 2013 code but it appears to be non-functional. None of hl2 base maps use it either, they all use the default value of 0 (which does nothing). --[[User:Sirhephaestus|Sirhephaestus]] ([[User talk:Sirhephaestus|talk]]) 07:41, 12 November 2024 (PST)
:2 games, actually; those are the icons for Half-Life Source and its Deathmatch counterpart. Do they work in HL2 if you add the necessary sentences to [[sentences.txt]]? <br/>— [[User:SirYodaJedi|SirYodaJedi]] ([[User_talk:SirYodaJedi|talk]]) 09:00, 12 November 2024 (PST)

Revision as of 10:01, 12 November 2024

func_button also has the inputs PressIn and PressOut, however these do not work whatsoever.

Just a quick side note - for a sound value N, the corresponding game sound is Buttons.sndN --quanta 21:20, 30 June 2010 (UTC)


Is there a way to make a button non solid for triggering something on +use? --Beasty Billy 06:35, 17 January 2011 (UTC)

Damage Filters/TF2

I'm trying to make damage filters work for button in Team Fortress 2. Namely, I have a small cluster of buttons, and I don't want them to be tripped accidentally by explosions. However, after experimenting with damage filters I've noticed that buttons act strangely with filters attached. If I set the filter to allow, it doesn't allow any weapon to trip the button. OTOH, if I set it to disallow, then any weapon can trip it. Is there something I'm missing, or it is possibly the idea that the damage filter has to be a complete match, not just matching a specific bit? —WhosAsking 07:33, 30 November 2011 (PST)

"Disable Receiving Shadows" not quite working.

I made a map where a portion of the floor is a button. On that button are enteties that cast shadows, but even though "Disable Receiving Shadows" is set to "NO" those entities can not cast shadows on that button.
I'm not sure if this is intentional to disable entity shadows, or if it's a bug. This info might be added to the page, i'm not sure. Here's a screenshot showing this problem
--MrFunreal (talk) 17:57, 26 December 2017 (UTC)

Are locked_sentence and unlocked_sentence only in certain games?

The func_door page lists them as only being on 4 games but this page doesn't. It's in the source 2013 code but it appears to be non-functional. None of hl2 base maps use it either, they all use the default value of 0 (which does nothing). --Sirhephaestus (talk) 07:41, 12 November 2024 (PST)

2 games, actually; those are the icons for Half-Life Source and its Deathmatch counterpart. Do they work in HL2 if you add the necessary sentences to sentences.txt?
SirYodaJedi (talk) 09:00, 12 November 2024 (PST)