Func button

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Revision as of 15:56, 6 June 2012 by NewAgeServer (talk | contribs)
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Template:Base brush

Entity description

It is designed to be used for a player-usable button. When used by the player, it moves to a pressed position. Template:Brushmodel For an example of a func_button used to make a keypad, see the button_keypad prefab.

Icon-Bug.pngBug:Do not lock while pressed; it will not return when unlocked.  [todo tested in ?]

Keyvalues

Move Direction (Pitch Yaw Roll) ([todo internal name (i)]) <angle>
Specifies the direction of motion to move when the button is used.
Speed ([todo internal name (i)]) <integer>
The speed that the button moves, in inches per second.
Health (Obsolete) ([todo internal name (i)]) <integer>
Legacy method of specifying whether or not the button can be shot to activate it. Use the 'Damage Activates' spawnflag instead.
Lip ([todo internal name (i)]) <integer>
The amount, in inches, of the button to leave sticking out of the wall it recedes into when pressed. Negative values make the button recede even further into the wall.
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 pressed.
Sounds ([todo internal name (i)]) <choices>
Value Description Default Sound
0 None (Silent) NULL.WAV
1 Big zap & Warmup button1.wav
2 Access Denied button2.wav
3 Access Granted button3.wav
4 Quick Combolock button4.wav
5 Power Deadbolt 1 button5.wav
6 Power Deadbolt 2 button6.wav
7 Plunger
8 Small zap button8.wav
9 Keycard Sound button9.wav
10 Buzz button10.wav
11 Buzz Off
12 latch locked door_locked2.wav
13 Latch Unlocked door_latch3.wav
14 Lightswitch lightswitch2.wav
15 small bleek button15.wav
16 small deny button16.wav
17 small doop button19.wav
18 small tech deny button18.wav
19 click and combine screen fuzz button19.wav
20 roomy beep
21 lever or wheel: turn + move sqeek lever1.wav
22 lever or wheel: latch + release gas lever2.wav
23 lever or wheel: ratchet + sqeek lever3.wav
24 lever or wheel: large ratchet lever4.wav
25 lever or wheel: clanky + gas release lever5.wav
26 lever or wheel: latch + large metal thud lever6.wav
27 lever or wheel: smaller ratchet lever7.wav
28 lever or wheel: smaller lever move lever8.wav
31 shock buzz
32 clickbeep
33 tech blip
34 clickbeepbeep open button24.wav
35 small high blip
36 small tech fuzz blip
37 small click bleep (change to lightswitch) button24.wav
40 combine door lock - locked combine_button_locked.wav
41 combine blip growl combine_button1.wav
42 combine squick growl combine_button2.wav
43 combine whine purr combine_button3.wav
44 combine click talk
45 combine click growl fizz combine_button5.wav
46 combine click fizz (deny)
47 combine click talker combine_button7.wav
Delay Before Reset (-1 stay) ([todo internal name (i)]) <integer>
Amount of time, in seconds, after the button has been pressed before it returns to the starting position. Once it has returned, it can be used again. If the value is set to -1, the button never returns.
Locked Sound ([todo internal name (i)]) <choices>
Sound played when the player tries to use the button, and fails because it's locked.
Value Description Default Sound
0 None NULL.wav
2 Access Denied button2.wav
8 Small zap button8.wav
10 Buzz button10.wav
11 Buzz Off
12 Latch Locked door_locked2.wav
Unlocked Sound ([todo internal name (i)]) <choices>
Sound played when the button is unlocked.
Value Description Default Sound
0 None
1 Big zap & Warmup button1.wav
3 Access Granted button3.wav
4 Quick Combolock button4.wav
5 Power Deadbolt 1 button5.wav
6 Power Deadbolt 2 button6.wav
7 Plunger
8 Small zap button8.wav
9 Keycard Sound button9.wav
10 Buzz button10.wav
13 Latch Unlocked door_latch3.wav
14 Lightswitch lightswitch2.wav
Locked Sentence ([todo internal name (i)]) <choices>
A sentence played when the player tries to use the button, and fails because it's locked.
Value Description
0 None
1 Gen. Access Denied
2 Security Lockout
3 Blast Door
4 Fire Door
5 Chemical Door
6 Radiation Door
7 Gen. Containment
8 Maintenance Door
9 Broken Shut Door
Unlocked Sentence ([todo internal name (i)]) <choices>
A sentence played when the button is unlocked.
Value Description
0 None
1 Gen. Access Granted
2 Security Disengaged
3 Blast Door
4 Fire Door
5 Chemical Door
6 Radiation Door
7 Gen. Containment
8 Maintenance area
Minimum Light Level ([todo internal name (i)]) <string>
The minimum level of ambient light that hits 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.

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.

DamageFilter:

Damage Filter (damagefilter) <targetname>
Name of the filter_damage_type entity that controls which entities can damage us.


Flags

  • 1 : Don't move
  • 32 : Toggle
  • 256 : Touch Activates
  • 512 : Damage Activates
  • 1024 : Use Activates
  • 2048 : Starts locked
  • 4096 : Sparks

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.

DamageFilter:

SetDamageFilter <stringRedirectInput/string>
Sets the entity to use as damage filter. Pass in an empty string (no parameter) to clear the damage filter.
Button:
Lock
Lock the button, preventing it from functioning.
Unlock
Unlock the button, allowing it to function.
Press
Activate the button as if it was pressed.
PressIn
Activate the button as if it was pressed, sending it to the bottom position.
PressOut
Unpress the button, sending it to the top position.

Outputs

Button:
OnDamaged
Fired when the button is damaged.
OnPressed
Fired when the button is pressed.
OnUseLocked
Fired when the button is used while locked.
OnIn
Fired when the button reaches the in/pressed position.
OnOut
Fired when the button reaches the out/released position.

See also