Func pendulum (GoldSrc)
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func_pendulum is a brush entity available in Half-Life.

Entity description
The func_pendulum entity allows you to create an object that moves in the manner of a pendulum (think of a grandfather clock). Note that, as this is a rotating entity, an origin brush must be a part of it.
Keyvalues
- Name ([todo internal name (i)]) <string>
- Name - If a name is given to this entity, it can be activated and deactivated by another trigger. If you deactivate the func_pendulum, it will.
- Global Entity Name ([todo internal name (i)])
- 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.
- Render Mode ([todo internal name (i)]) <choices>
-
- 0 : Normal
- 4 : Solid
- 5 : Additive
- FX Amount (0 - 255) ([todo internal name (i)]) <integer>
- The FX amount is used by the selected Render Mode.
- FX Color (R G B) ([todo internal name (i)]) <color255>
- The FX color is used by the selected Render Mode.
- Texture Light Style ([todo internal name (i)]) <choices>
- Speed ([todo internal name (i)])
- Distance (deg) ([todo internal name (i)]) <integer>
- (default: 90) - This is the distance, in degrees, the pendulum will swing. Use a negative value to reverse the direction of movement.
- Damping (0-1000) ([todo internal name (i)]) <integer>
- If you specify a value here, the pendulum will slowly narrow its movement so that it eventually stops moving. It will end in the middle of its swing (so, if you specify a distance of 90 degrees, it will eventually become motionless at its 45 degree position).
- Damage inflicted when blocked ([todo internal name (i)]) <integer>
- If the player impedes the movement of the rotating brush, he will be damaged according to the value you set here.
- Minimum light level ([todo internal name (i)])
Flags
- 1 - Start ON
- 8 - Passable
- 16 - Auto-return - If this is enabled, it will cause the pendulum to return to the start position when it is triggered. This may produce unexpected results.
- 64 - X Axis
- 128 - Y Axis
- 2048 - Not in Deathmatch