Func platrot: Difference between revisions

From Valve Developer Community
Jump to navigation Jump to search
m (Robot: fixing template case.)
(Cleanup)
Line 1: Line 1:
{{wrongtitle|title=func_platrot}}
{{base_brush|func_platrot}} It moves vertically, and can rotate while doing so.  
{{base_brush}}
 
==Entity Description==
A [[brush entity]] that moves vertically, and can rotate while doing so.  
{{brushmodel}}


==Availability==
==Availability==
Line 10: Line 5:
In code it is represented by class CFuncPlatRot, defined in trains.cpp.
In code it is represented by class CFuncPlatRot, defined in trains.cpp.


==Keyvalues==
== Keyvalues ==
*{{KV Targetname}}
{{KV|Movement Sound|sound|The sound to play when the brush moves.}}
*{{KV Parentname}}
{{KV|Stop Sound|sound|The sound to play when the brush stops moving.}}
*{{KV Origin}}
{{KV|Speed of Rotation|integer|Speed at which the brush rotates, in degrees per second.}}
*{{KV Angles}}
{{KV|Travel Altitude|integer|The vertical distance from the starting position that this platform moves. If negative, the platform will lower.}}
*{{KV RenderFields}}
{{KV|Spin amount|integer|The amount this platform should rotate as it moves, in degrees.}}
*{{KV Shadow}}
{{KV|Minimum Light Level|string|The minimum level of ambient light that hits this brush.}}
*'''noise1'''
{{KV Targetname}}
:<sound> The sound to play when the brush moves.
{{KV Parentname}}
*'''noise2'''
{{KV Origin}}
:<sound> The sound to play when the brush stops moving.
{{KV Angles}}
*'''speed'''
{{KV RenderFields}}
:<integer> Speed at which the brush rotates, in degrees per second.
{{KV Shadow}}
*'''height'''
:<integer> The vertical distance from the starting position that this platform moves. If negative, the platform will lower.
*'''rotation'''
:<integer> The amount this platform should rotate as it moves, in degrees.
*'''_minlight'''
:<string> The minimum level of ambient light that hits this brush.


==Flags==
== Flags ==
*1 : Toggle
* 1 : Toggle
*64 : X Axis
* 64 : X Axis
*128 : Y Axis
* 128 : Y Axis


==Inputs==
== Inputs ==
*{{I Targetname}}
{{I Targetname}}
*{{I Parentname}}
{{I Parentname}}
*{{I BasePlat}}
{{I RenderFields}}
*{{I Shadow}}
{{I BasePlat}}
{{I Shadow}}


==Outputs==
== Outputs ==
*{{O Targetname}}
{{O Targetname}}

Revision as of 08:13, 24 July 2011

Template:Base brush It moves vertically, and can rotate while doing so.

Availability

Template:In game Template:Game-base In code it is represented by class CFuncPlatRot, defined in trains.cpp.

Keyvalues

Movement Sound ([todo internal name (i)]) <sound>
The sound to play when the brush moves.
Stop Sound ([todo internal name (i)]) <sound>
The sound to play when the brush stops moving.
Speed of Rotation ([todo internal name (i)]) <integer>
Speed at which the brush rotates, in degrees per second.
Travel Altitude ([todo internal name (i)]) <integer>
The vertical distance from the starting position that this platform moves. If negative, the platform will lower.
Spin amount ([todo internal name (i)]) <integer>
The amount this platform should rotate as it moves, in degrees.
Minimum Light Level ([todo internal name (i)]) <string>
The minimum level of ambient light that hits this brush.
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.
Pitch Yaw Roll (Y Z X) (angles) <QAngle>
This entity's orientation in the world. Pitch is rotation around the Y axis, yaw is the rotation around the Z axis, roll is the rotation around the X axis.

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.

Shadow:

Disable Shadows (disableshadows) <boolean>
Prevents the entity from creating cheap render-to-texture shadows, or lightmap shadows if the entity is a prop_static. Does not affect shadow mapping.
Disable Receiving Shadows (disablereceiveshadows) <boolean>
Prevent the entity from receiving dynamic shadows on itself.
Shadow Cast Distance (shadowcastdist) <integer> !FGD
Sets how far the entity casts dynamic shadows. 0 means default distance from the shadow_control entity.
Disable Shadow Depth (disableshadowdepth) <boolean> (in all games since Portal 2)
Used to disable rendering into shadow depth (for projected textures) for this entity.
Disable flashlight (disableflashlight) <boolean> (in all games since Portal 2)
Used to disable projected texture lighting and shadows on this entity.
Projected Texture Cache (shadowdepthnocache) <integer choices> (in all games since Portal 2)
Used to hint projected texture system whether it is sufficient to cache shadow volume of this entity or to force render it every frame instead.
Choices
  • 0 : Default
  • 1 : No cache - render every frame
  • 2 : Cache it - render only once

Flags

  • 1 : Toggle
  • 64 : X Axis
  • 128 : Y Axis

Inputs

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.

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.
BasePlat:
Toggle
Toggles the platform's state.
GoUp
Tells the platform to go up.
GoDown
Tells the platform to go down.

Shadow:

DisableShadow
Turn dynamic shadows off for this entity. Identical to applying  EF_NOSHADOW.
EnableShadow
Turn dynamic shadows on for this entity.
DisableReceivingFlashlight  (in all games since Portal 2)
This object will not receive light or shadows from projected textures.
EnableReceivingFlashlight  (in all games since Portal 2)
This object may receive light or shadows from projected textures.

Outputs