Func button: Difference between revisions
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Bug:Do not lock while pressed; it will not return when unlocked. [todo tested in ?]
NewAgeServer (talk | contribs) No edit summary |
Spazzing K-9 (talk | contribs) (added sound file descriptions for plunger and buzz off (both are hl1 sounds by the way)) |
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| <code>6</code> || Power Deadbolt 2 || button6.wav | | <code>6</code> || Power Deadbolt 2 || button6.wav | ||
|- | |- | ||
| <code>7</code> || Plunger | | <code>7</code> || Plunger || button7.wav | ||
|- | |- | ||
| <code>8</code> || Small zap || button8.wav | | <code>8</code> || Small zap || button8.wav | ||
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| <code>10</code> || Buzz || button10.wav | | <code>10</code> || Buzz || button10.wav | ||
|- | |- | ||
| <code>11</code> || Buzz Off | | <code>11</code> || Buzz Off || button11.wav | ||
|- | |- | ||
| <code>12</code> || latch locked || door_locked2.wav | | <code>12</code> || latch locked || door_locked2.wav | ||
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| <code>10</code> || Buzz || button10.wav | | <code>10</code> || Buzz || button10.wav | ||
|- | |- | ||
| <code>11</code> || Buzz Off | | <code>11</code> || Buzz Off || button11 | ||
|- | |- | ||
| <code>12</code> || Latch Locked || door_locked2.wav | | <code>12</code> || Latch Locked || door_locked2.wav | ||
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| <code>6</code> || Power Deadbolt 2 || button6.wav | | <code>6</code> || Power Deadbolt 2 || button6.wav | ||
|- | |- | ||
| <code>7</code> || Plunger | | <code>7</code> || Plunger || button7.wav | ||
|- | |- | ||
| <code>8</code> || Small zap || button8.wav | | <code>8</code> || Small zap || button8.wav |
Revision as of 19:51, 5 December 2014
Entity description
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 Default Sound 0
None (Silent) NULL.WAV 1
Big zap & Warmup button1.wav 2
Access Denied button2.wav 3
Access Granted button3.wav 4
Quick Combolock button4.wav 5
Power Deadbolt 1 button5.wav 6
Power Deadbolt 2 button6.wav 7
Plunger button7.wav 8
Small zap button8.wav 9
Keycard Sound button9.wav 10
Buzz button10.wav 11
Buzz Off button11.wav 12
latch locked door_locked2.wav 13
Latch Unlocked door_latch3.wav 14
Lightswitch lightswitch2.wav 15
small bleek button15.wav 16
small deny button16.wav 17
small doop button19.wav 18
small tech deny button18.wav 19
click and combine screen fuzz button19.wav 20
roomy beep 21
lever or wheel: turn + move sqeek lever1.wav 22
lever or wheel: latch + release gas lever2.wav 23
lever or wheel: ratchet + sqeek lever3.wav 24
lever or wheel: large ratchet lever4.wav 25
lever or wheel: clanky + gas release lever5.wav 26
lever or wheel: latch + large metal thud lever6.wav 27
lever or wheel: smaller ratchet lever7.wav 28
lever or wheel: smaller lever move lever8.wav 31
shock buzz 32
clickbeep 33
tech blip 34
clickbeepbeep open button24.wav 35
small high blip 36
small tech fuzz blip 37
small click bleep (change to lightswitch) button24.wav 40
combine door lock - locked combine_button_locked.wav 41
combine blip growl combine_button1.wav 42
combine squick growl combine_button2.wav 43
combine whine purr combine_button3.wav 44
combine click talk 45
combine click growl fizz combine_button5.wav 46
combine click fizz (deny) 47
combine click talker combine_button7.wav
- 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 Default Sound 0
None NULL.wav 2
Access Denied button2.wav 8
Small zap button8.wav 10
Buzz button10.wav 11
Buzz Off button11 12
Latch Locked door_locked2.wav
- Unlocked Sound ([todo internal name (i)]) <choices>
- Sound played when the button is unlocked.
Value Description Default Sound 0
None 1
Big zap & Warmup button1.wav 3
Access Granted button3.wav 4
Quick Combolock button4.wav 5
Power Deadbolt 1 button5.wav 6
Power Deadbolt 2 button6.wav 7
Plunger button7.wav 8
Small zap button8.wav 9
Keycard Sound button9.wav 10
Buzz button10.wav 13
Latch Unlocked door_latch3.wav 14
Lightswitch lightswitch2.wav
- 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.