Momentary rot button

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Revision as of 20:12, 19 January 2009 by VDCBot (talk | contribs) (Robot: fixing template case.)
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Template:Wrongtitle Template:Base brush

Entity description

A brush entity that is designed to be used for rotating wheels, where the player can rotate them to arbitrary positions before stopping.

Template:Brushmodel

Keyvalues

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.
  • speed
<integer> The amount, in degrees, that the button turns per second.
  • sounds
<choices>
Literal 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
<integer> The maximum amount, in degrees, that the button is allowed to rotate.
  • returnspeed
<integer> If the Toggle spawnflag is not set, the speed at which the button auto-returns when left alone, in degrees per second. If set to 0, the entity automatically toggles.
  • _minlight
<float> The minimum level of ambient light that hits this brush.
  • startposition
<float> Position 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'.
  • startdirection
<choices>
Literal Value Description
-1 Forward
1 Backward
  • solidbsp
<boolean>

Flags

  • 1 : Not Solid
  • 32 : Toggle (Disable Auto Return) - Toggle the direction of the rotation each time it is pressed. If set, overrides the returnspeed keyvalue. (This entity automatically toggles if returnspeed is set to 0.)
  • 64 : X Axis - Rotate around the X axis.
  • 128 : Y Axis - Rotate around the Y axis.
  • 1024 : Use Activates
  • 2048 : Starts locked
  • 8192 : Jiggle when used while locked

Inputs

  • 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.
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.
  • Lock
Lock the button, preventing it from functioning.
  • Unlock
Unlock the button, allowing it to function.
  • SetPosition <float>
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 <float>
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'.

Outputs

  • Position <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
Fired when the button is first pressed. (!activator is the player.)
  • OnUnpressed
Fired when the button is first released from being pressed. (!activator is the player.)
  • 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.