Func button timed: Difference between revisions
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==Flags== | ==Flags== | ||
* | *1: Starts locked | ||
==Inputs== | ==Inputs== |
Revision as of 08:26, 31 October 2010
Template:L4d series brush It is an entity that takes time to use.
Keyvalues
- 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.
BaseFadeProp:
- Start Fade Dist (fademindist) <float>
- Distance at which the entity starts to fade.
- End Fade Dist (fademaxdist) <float>
- Max fade distance at which the entity is visible.
- If start fade is <0, the entity will disappear instantly when end fade is hit.
- If end fade is <0, the entity won't disappear at all. (This is the default behavior.)
- The values will scale appropriately if the entity is in a 3D Skybox.
- Fade Scale (fadescale) <float>
- If you specify so in worldspawn, or if the engine is running below DirectX 8 (DX7 in
), props will fade out even if the fade distances above aren't specified. This value gives you some control over when this happens: numbers smaller than 1 cause the prop to fade out at further distances, while those greater than 1 cause it to fade out at closer distances. Using 0 turns off the forced fade altogether. See also the QC command $noforcedfade.
DamageFilter:
- Damage Filter (damagefilter) <targetname>
- Name of the filter_damage_type entity that controls which entities can damage us.
- Use Time
<int>
- Use Time
- The amount of time player must hold down use, in seconds.
- Use String
<string>
- Use String
- The text/string that appears on the progress bar while the player is holding down use.
- Use Sub-String
<string>
- Use Sub-String
- A sub-string that appears below the Use String.
- Glow Entity
- Target entity to make glow. For example, the animated train car door prop that activates a tank spawning relay on successful use in The Sacrifice, map 1 (c7m1_docks).
- Auto-Disable On Time Up
<choices>
- Auto-Disable On Time Up
- When the use timer is up, disable the button. (Can be enabled with an input)
- Locked Sound
<choices>
- Locked Sound
- Sound played when the player tries to use the button, and fails because it's locked.
Flags
- 1: Starts locked
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.
DamageFilter:
- SetDamageFilter <string >
- Sets the entity to use as damage filter. Pass in an empty string (no parameter) to clear the damage filter.
- Lock
- Lock the button, preventing it from functioning and playing a locked sound.
- Unlock
- Unlock the button, allowing it to function.
EnableDisable:
Enable
Disable
- Enable/disable the button. Enable allows use of the entity and the button or target entity to glow. Disable turns off glow and the button cannot be used.
Outputs
- OnPressed
- Fired when the button is pressed.
- OnUnpressed
- Fired when the button is unpressed. For example, it is used to reset the animated model, such as a door.
- OnTimeUp
- Fired when the button has been held more than the required amount of time.
- OnUseLocked
- Fired when the button is used while locked.