Momentary rot button: Difference between revisions

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{{lang|Momentary rot button}}
{{base brush|momentary_rot_button}} It is designed to be used for rotating wheels, where the player can rotate them to arbitrary positions before stopping.
{{base brush|momentary_rot_button}} It is designed to be used for rotating wheels, where the player can rotate them to arbitrary positions before stopping.



Revision as of 10:19, 10 July 2021

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Template:Base brush It is designed to be used for rotating wheels, where the player can rotate them to arbitrary positions before stopping.

Keyvalues

Speed (deg/sec) ([todo internal name (i)]) <integer>
The amount, in degrees, that the wheel turns per second.
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 used.
Sounds ([todo internal name (i)]) <choices>
Sound to play after being turned.
Value Description
0 None
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
21 Squeaky
22 Squeaky Pneumatic
23 Ratchet Groan
24 Clean Ratchet
25 Gas Clunk
Distance ([todo internal name (i)]) <integer>
The maximum amount, in degrees, that the wheel is allowed to rotate.
Auto-return speed ([todo internal name (i)]) <integer>
If the 'Toggle' spawnflag is not set, the speed at which the wheel auto-returns when left alone, in degrees per second.
Minimum Light Level ([todo internal name (i)]) <string>
The minimum level of ambient light that hits this brush.
Start Position ([todo internal name (i)]) <float>
Postion when spawned. The value is a range between 0.0 and 1.0, where 0 is the unrotated position and 1 is the rotated position + 'Distance'.
Start Direction ([todo internal name (i)]) <choices>
Which way the wheel turns.
  • -1 : Forward
  • 1 : Backward
Solid BSP ([todo internal name (i)]) <boolean>
Set this if this brush is in hierarchy with a moving object of some kind, and the player can stand on 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.

Flags

  • 1 : Not Solid
  • 32 : Toggle (Disable Auto Return)
  • 64 : X Axis
  • 128 : Y Axis
  • 1024 : Use Activates
  • 2048 : Starts locked
  • 8192 : Jiggle when used while locked

Inputs

Lock
Lock the button, preventing it from functioning.
Unlock
Unlock the button, allowing it to function.
SetPosition <stringRedirectInput/string>
Move to a position. The parameter must be a value between 0 and 1, where 0 is the unrotated position and 1 is the rotated position + 'Distance'.
SetPositionImmediately <stringRedirectInput/string>
Immediately teleport to a position. The parameter must be a value between 0 and 1, where 0 is the unrotated position and 1 is the rotated position + 'Distance'.
_DisableUpdateTarget
Prevent the Position output from firing. Used to implement "jiggle when locked" by firing SetPosition inputs.
_EnableUpdateTarget
Allow the Position output to fire again. Used to implement "jiggle when locked" by firing SetPosition 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.

Outputs

Position <integerRedirectInput/integer>
Fired whenever the button moves. The output is the position of button from 0 to 1, where 0 is the unrotated position and 1 is the rotated position + 'Distance'.
OnPressed <integerRedirectInput/integer>
Fired when the button is first pressed.
OnUnpressed <integerRedirectInput/integer>
Fired when the button is first released from being pressed.
OnFullyClosed
Fired when the button has reached position 1, the rotated position + 'Distance'.
OnFullyOpen
Fired when the button has reached position 0, the unrotated starting position.
OnReachedPosition
Fired whenever the button reaches a goal position: i.e. when it becomes open, becomes closed, or reaches the point specified by a 'SetPosition' input.


See also