Func button timed
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Template:L4d series brush It is an entity that takes time to use.
Keyvalues
- 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.
- Use Time
<int>
- Use Time
- The amount of time player must hold down use, in seconds.
- Use String
<string>
- Use String
- The text/string that appears on the progress bar while the player is holding down use.
- Use Sub-String
<string>
- Use Sub-String
- A sub-string that appears below the Use String.
- Glow Entity
- Target entity to make glow. For example, the animated train car door prop that activates a tank spawning relay on successful use in The Sacrifice, map 1 (c7m1_docks).
- Auto-Disable On Time Up
<choices>
- Auto-Disable On Time Up
- When the use timer is up, disable the button. (Can be enabled with an input)
- Locked Sound
<choices>
- Locked Sound
- Sound played when the player tries to use the button, and fails because it's locked.
Flags
- 2: Starts locked
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.