Button target (GoldSrc): Difference between revisions
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Note:While the intended functionality of this entity is rendered useless by func_button's ability to be shot with a non-zero health and not move with a spawnflag, it can still be useful as a intermediary "logic entity" due to respecting state when targeted by trigger_relay, something that some entities, such as func_door do not do. If using for this situation, either put the button_target in a distant, isolated room, so that it cannot be accidentally triggered via being shot or receiving blast damage (since it isn't being interacted with, it can be a point entity).
SirYodaJedi (talk | contribs) (This could be worded better) |
SirYodaJedi (talk | contribs) No edit summary |
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{{this is a|brush entity|name=button_target|engine=GoldSrc}} This entity allows you to create a solid that acts like a button when receiving damage (including blast damage from explosions). It won't move, but will change texture and activate its target. | {{this is a|brush entity|name=button_target|engine=GoldSrc}} This entity allows you to create a solid that acts like a button when receiving damage (including blast damage from explosions). It won't move, but will change texture and activate its target. | ||
{{note|While the intended functionality of this entity is rendered useless by {{ent|func_button|engine=GoldSrc}}'s ability to be shot with a non-zero health and not move with a spawnflag, it can still be useful as a intermediary "logic entity" due to respecting state when targeted by {{ent|trigger_relay|engine=goldsrc}}, something that some entities, such as {{ent|func_door|engine=goldsrc}} do not do. If using for this situation, either | {{note|While the intended functionality of this entity is rendered useless by {{ent|func_button|engine=GoldSrc}}'s ability to be shot with a non-zero health and not move with a spawnflag, it can still be useful as a intermediary "logic entity" due to respecting state when targeted by {{ent|trigger_relay|engine=goldsrc}}, something that some entities, such as {{ent|func_door|engine=goldsrc}} do not do. If using for this situation, either put the button_target in a distant, isolated room, so that it cannot be accidentally triggered via being shot or receiving blast damage (since it isn't being interacted with, it can be a [[point entity]]).}} | ||
== Key Values == | == Key Values == | ||
Latest revision as of 17:32, 24 October 2025
| CButtonTarget |
button_target is a brush entity available in all
GoldSrc games. This entity allows you to create a solid that acts like a button when receiving damage (including blast damage from explosions). It won't move, but will change texture and activate its target.
Key Values
- Name (targetname) <string>
- The targetname that other entities refer to this entity by, usually via the target, killtarget, and TriggerTarget KVs.
- !FGD in many FGDs.
- Render Mode (rendermode) <choices>
- Render Mode to use.
Render modes - Normal
- Color
- Texture
- Glow
- Solid
- Additive
- Render Amount (0-255) (renderamt) <integer>
- Controls transparency when using another render mode then normal. 0 is completely invisible, and 255 is opaque. If render mode is solid, then all values except 0 are opaque.
- Render Color (R G B) (rendercolor) <color255>
- Color to use by the specified render mode.
Also used on brush entities to control the speed of scrolling textures; see func_conveyor for more information.
- Render FX (renderfx) <choices>
- Render FX mode to use, for special effects.
Render effects - Normal
- Slow Pulse
- Fast Pulse
- Slow Wide Pulse
- Fast Wide Pulse
- Slow Fade Away
- Fast Fade Away
- Slow Become Solid
- Fast Become Solid
- Slow Strobe
- Fast Strobe
- Faster Strobe
- Slow Flicker
- Fast Flicker
- Constant Glow
- Distort
- Hologram (Distort + fade)
- Master (master) <targetname>
- Name of a master entity. If the master hasn't been activated, this entity will not activate.
- Minimum light level (_minlight) <float>
- Range 0-2. 1 is full brightness, 2 is maximum overbright brightness.
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Flags
- Use Activates : [1]
- Start On : [2]