Func button: Difference between revisions
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Bug:Do not lock while pressed; it will not return when unlocked. [todo tested in ?]
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For an example of a <code>func_button</code> used to make a keypad, see the [[button_keypad]] prefab. | For an example of a <code>func_button</code> used to make a keypad, see the [[button_keypad]] prefab. | ||
{{bug|Do not lock while pressed; it will not return when unlocked.}} | |||
== Keyvalues == | == Keyvalues == |
Revision as of 07:16, 2 August 2011
Template:Base brush It is 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
- Move Direction (Pitch Yaw Roll) ([todo internal name (i)]) <angle>
- Specifies the direction of motion to move when the button is used.
- Health (Obsolete) ([todo internal name (i)]) <integer>
- Legacy method of specifying whether or not the button can be shot to activate it. Use the 'Damage Activates' spawnflag instead.
- Lip ([todo internal name (i)]) <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.
- Master (Obsolete) ([todo internal name (i)]) <string>
- Legacy support: The name of a master entity. If the master hasn't been activated, this button cannot be pressed.
- Sounds ([todo internal name (i)]) <choices>
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
- Delay Before Reset (-1 stay) ([todo internal name (i)]) <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 ([todo internal name (i)]) <choices>
- Sound played when the player tries to use the button, and fails because it's locked.
Value Description 0
None 2
Access Denied 8
Small zap 10
Buzz 11
Buzz Off 12
Latch Locked
- Unlocked Sound ([todo internal name (i)]) <choices>
- Sound played when the button is unlocked.
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 ([todo internal name (i)]) <choices>
- A sentence played when the player tries to use the button, and fails because it's locked.
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 ([todo internal name (i)]) <choices>
- A sentence played when the button is unlocked.
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
- 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
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.
DamageFilter:
- Damage Filter (damagefilter) <targetname>
- Name of the filter_damage_type entity that controls which entities can damage us.
Flags
- 1 : Don't move
- 32 : Toggle
- 256 : Touch Activates
- 512 : Damage Activates
- 1024 : Use Activates
- 2048 : Starts locked
- 4096 : Sparks
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.
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 than0
.
- Color <color255 >
- Sets an RGB color for the entity.
DamageFilter:
- SetDamageFilter <string >
- Sets the entity to use as damage filter. Pass in an empty string (no parameter) to clear the damage filter.
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.