Func buildable button: Difference between revisions

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(Reformatted, added L4D2 brush, obsolete and ent not in game templates)
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''func_buildable_button'' is a defunct entity present in the Left 4 Dead 2 [[FGD]] file. It appears to be to be a brush based button similar to [[func_button_timed]], intended to interface with [[L4D2_Vscripts|VScripts]] instead of entity logic. It has likely been removed in favor of [[point_script_use_target]]
{{obsolete|entity=1}}
 
{{Ent not in game}}
{{note| This entity is not present in the current game code.}}
{{l4d2 brush|func_buildable_button}} It appears to be a brush based button similar to {{ent|func_button_timed}}, intended to interface with [[L4D2_Vscripts|VScripts]] instead of entity logic. It has likely been removed in favor of {{ent|point_script_use_target}}.


== Keyvalues ==
== Keyvalues ==
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{{IO|OnUseLocked|Fired when the button is used while locked.}}
{{IO|OnUseLocked|Fired when the button is used while locked.}}
{{O Targetname}}
{{O Targetname}}
[[Category: Left 4 Dead 2 Entities]][[Category: Point Entities]][[Category: Entities]][[Category: Obsolete Entities]]

Revision as of 18:58, 14 January 2020

Obsolete-notext.png
This entity is obsolete. Its use is discouraged. It may only exist/function in older engine branches.
Info-red.png
This entity is not in the game by default, but got left over in the FGD.
This feature is not available anymore.

Template:L4d2 brush It appears to be a brush based button similar to func_button_timed, intended to interface with VScripts instead of entity logic. It has likely been removed in favor of point_script_use_target.

Keyvalues

Cumulative Use ([todo internal name (i)]) <choices>
Whether to keep progress on the use time when the player releases the button.
Value Description
0 No
1 Yes
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.

Flags

  • 2048 : Starts locked

Inputs

Enable
Enable the button, so it glows and can be used.
Disable
Disable the button, so it can't be used and doesn't glow.


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.

Outputs

OnPressed
Fired when the button is pressed.
OnUnPressed
Fired when the button is unpressed.
OnTimeUp
Fired when the button has been held more than the required amount of time.
OnUseLocked
Fired when the button is used while locked.