Func button: Difference between revisions

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m (Robot: fixing template case.)
m (Robot: Automated text replacement (-\{\|\r +{| class=standard-table))
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* '''sounds'''
* '''sounds'''
: <choices>
: <choices>
:{|
:{| class=standard-table
! Literal Value || Description
! Literal Value || Description
|-
|-
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* '''locked_sound'''
* '''locked_sound'''
: <choices> Sound played when the player tries to use the button, and fails because it's locked.
: <choices> Sound played when the player tries to use the button, and fails because it's locked.
:{|
:{| class=standard-table
! Literal Value || Description
! Literal Value || Description
|-
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* '''unlocked_sound'''
* '''unlocked_sound'''
: <choices> Sound played when the button is unlocked.
: <choices> Sound played when the button is unlocked.
:{|
:{| class=standard-table
! Literal Value || Description
! Literal Value || Description
|-
|-
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* '''locked_sentence'''
* '''locked_sentence'''
: <choices> A sentence played when the player tries to use the button, and fails because it's locked.
: <choices> A sentence played when the player tries to use the button, and fails because it's locked.
:{|
:{| class=standard-table
! Literal Value || Description
! Literal Value || Description
|-
|-
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* '''unlocked_sentence'''
* '''unlocked_sentence'''
: <choices> A sentence played when the button is unlocked.
: <choices> A sentence played when the button is unlocked.
:{|
:{| class=standard-table
! Literal Value || Description
! Literal Value || Description
|-
|-

Revision as of 20:32, 19 January 2009

Template:Wrongtitle Template:Base brush

Entity description

A brush entity that's 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

Name (targetname) <string>[ Edit ]
The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g. parentname or target).
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
  • 0: Normal
  • 1: Color
  • 2: Texture
  • 3: Glow
  • 4: Solid/Alphatest Obsolete
  • 5: Additive
  • 6: Removed, does nothing Obsolete
  • 7: Additive Fractional Frame
  • 8: Alpha Add
  • 9: World Space Glow
  • 10: Don't Render
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.
  • movedir
<angle> Specifies the direction of motion to move when the button is used.
  • speed
<integer> The speed that the button moves, in inches per second.
  • health
<integer> Legacy method of specifying whether or not the button can be shot to activate it. Use the 'Damage Activates' spawnflag instead.
  • 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. Use a negative value to make it go further.
  • sounds
<choices>
Literal Value Description
0 None (Silent)
1 Big zap & Warmup
2 Access Denied
3 Access Granted
4 Quick Combolock
5 Power Deadbolt 1
6 Power Deadbolt 2
7 Plunger*
8 Small zap
9 Keycard Sound
10 Buzz
11 Buzz Off*
12 latch locked
13 Latch Unlocked
14 Lightswitch
15 small bleek
16 small deny
17 small doop
18 small tech deny
19 click and combine screen fuzz
20 roomy beep*
21 lever or wheel: turn + move sqeek
22 lever or wheel: latch + release gas
23 lever or wheel: ratchet + sqeek
24 lever or wheel: large ratchet
25 lever or wheel: clanky + gas release
26 lever or wheel: latch + large metal thud
27 lever or wheel: smaller ratchet
28 lever or wheel: smaller lever move
31 shock buzz*
32 clickbeep*
33 tech blip*
34 clickbeepbeep open
35 small high blip*
36 small tech fuzz blip*
37 small click bleep (change to lightswitch)
40 combine door lock - locked
41 combine blip growl
42 combine squick growl
43 combine whine purr
44 combine click talk*
45 combine click growl fizz
46 combine click fizz (deny)*
47 combine click talker
Note.pngNote:The samples marked with an asterisk (*) are missing and therefore doesn't play in-game.
  • 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
<choices> Sound played when the player tries to use the button, and fails because it's locked.
Literal Value Description
0 None
2 Access Denied
8 Small zap
10 Buzz
11 Buzz Off
12 Latch Locked
  • unlocked_sound
<choices> Sound played when the button is unlocked.
Literal Value Description
0 None
1 Big zap & Warmup
3 Access Granted
4 Quick Combolock
5 Power Deadbolt 1
6 Power Deadbolt 2
7 Plunger
8 Small zap
9 Keycard Sound
10 Buzz
13 Latch Unlocked
14 Lightswitch
  • locked_sentence
<choices> A sentence played when the player tries to use the button, and fails because it's locked.
Literal 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
<choices> A sentence played when the button is unlocked.
Literal 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
  • _minlight
<float> The minimum level of ambient light that hits this brush.

Flags

  • 1 : Don't move - This button will not move when pressed.
  • 32 : Toggle - The button toggles between pressed and released.
  • 256 : Touch Activates - Collision with this button will trigger it.
  • 512 : Damage Activates - Damage to this button will trigger it.
  • 1024 : Use Activates - Using +use (Default: E) on this button will trigger it.
  • 2048 : Starts locked - This button spawns locked - This means it cannot be pressed.
  • 4096 : Sparks - This button emits sparks when triggered.

Inputs

  • 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 than 0.
Color <color255RedirectInput/color32>
Sets an RGB color for the entity.
Parentname:
SetParent <stringRedirectInput/string>
Move with this entity. See Entity Hierarchy (parenting).
SetParentAttachment <stringRedirectInput/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 <stringRedirectInput/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.
  • 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.

See also