func_button
		
		
		
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This entity is also available as [[{{{1}}}|{{{1}}}]] for the Source 2 engine. 
| func_button | |
|---|---|
| Type | Brush entity | 
| Engine |    | 
| Availability | In all games | 
Template:Brush ent It is designed to be used for a player-usable button. When +used by the player, it moves to a pressed position.
For an example of a func_button used to make a keypad, see the button_keypad prefab.
 Bug:Do not lock while pressed; it will not return when unlocked.  [todo tested in ?]
Bug:Do not lock while pressed; it will not return when unlocked.  [todo tested in ?]
Keyvalues
- Move Direction (Pitch Yaw Roll) (movedir) <angle>
- Specifies the direction of motion to move when the button is used.
- Speed (speed) <integer>
- The speed that the button moves, in units per second.
- Health (Obsolete) (health) <integer>
- Legacy method of specifying whether or not the button can be shot to activate it. Use the Damage Activates spawnflag instead.
- Lip (lip) <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) (master) <string>
- Legacy support: The name of a master entity. If the master hasn't been activated, this button cannot be pressed.
- Sounds (sounds) <choices>
- Make this button emit a sound when pressed. Template:ModernNote
- Value - Description - Default Sound - Buttons - 0- None (Silent) - common/null.wav - 1- Big zap & Warmup - buttons/button1.wav - 2- Access Denied - buttons/button2.wav - 3- Access Granted - buttons/button3.wav - 4- Quick Combolock - buttons/button4.wav - 5- Power Deadbolt 1 - buttons/button5.wav - 6- Power Deadbolt 2 - buttons/button6.wav - 7- Plunger - buttons/button7.wav - 8- Small zap - buttons/button8.wav - 9- Keycard Sound - buttons/button9.wav - 10- Buzz - buttons/button10.wav - 11- Buzz Off - buttons/button11.wav - 12- latch locked - doors/latchlocked2.wav - 13- Latch Unlocked - doors/latchunlocked1.wav - 14- Lightswitch - buttons/lightswitch2.wav - 15- small bleek - buttons/button15.wav - 16- small deny - buttons/button16.wav - 17- small doop - buttons/button17.wav - 18- small tech deny - buttons/button18.wav - 19- click and combine screen fuzz - buttons/button6.wav - 20- roomy beep - buttons/button20.wav - Levers - 21- lever or wheel: turn + move sqeek - buttons/lever1.wav - 22- lever or wheel: latch + release gas - buttons/lever2.wav - 23- lever or wheel: ratchet + sqeek - buttons/lever3.wav - 24- lever or wheel: large ratchet - buttons/lever4.wav - 25- lever or wheel: clanky + gas release - buttons/lever5.wav - 26- lever or wheel: latch + large metal thud - buttons/Lever6.wav - 27- lever or wheel: smaller ratchet - buttons/Lever7.wav - 28- lever or wheel: smaller lever move - buttons/Lever8.wav - New buttons - 31- shock buzz - buttons/button21.wav - 32- clickbeep - buttons/button22.wav - 33- tech blip - buttons/button23.wav - 34- clickbeepbeep open - buttons/button24.wav - 35- small high blip - buttons/button12.wav - 36- small tech fuzz blip - buttons/button13.wav - 37- small click bleep (change to lightswitch) - buttons/button14.wav - Combine Buttons - 40- combine door lock - locked - buttons/combine_button_locked.wav - 41- combine blip growl - buttons/combine_button1.wav - 42- combine squick growl - buttons/combine_button2.wav - 43- combine whine purr - buttons/combine_button3.wav - 44- combine click talk - buttons/combine_button4.wav - 45- combine click growl fizz - buttons/combine_button5.wav - 46- combine click fizz (deny) - buttons/combine_button6.wav - 47- combine click talker - buttons/combine_button7.wav 
- Delay Before Reset (-1 stay) (wait) <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 (locked_sound) <choices>
- Sound played when the player tries to use the button, and fails because it's locked.
- Value - Description - Default Sound - 0- None - common/null.wav - 2- Access Denied - buttons/button2.wav - 8- Small zap - buttons/button8.wav - 10- Buzz - buttons/button10.wav - 11- Buzz Off - buttons/button11.wav - 12- Latch Locked - doors/latchlocked2.wav 
- Unlocked Sound (unlocked_sound) <choices>
- Sound played when the button is unlocked.  Confirm:doesn't seem to work? Confirm:doesn't seem to work?
- Value - Description - Default Sound - 0- None - common/null.wav - 1- Big zap & Warmup - buttons/button1.wav - 3- Access Granted - buttons/button3.wav - 4- Quick Combolock - buttons/button4.wav - 5- Power Deadbolt 1 - buttons/button5.wav - 6- Power Deadbolt 2 - buttons/button6.wav - 7- Plunger - buttons/button7.wav - 8- Small zap - buttons/button8.wav - 9- Keycard Sound - buttons/button9.wav - 10- Buzz - buttons/button10.wav - 13- Latch Unlocked - doors/latchunlocked1.wav - 14- Lightswitch - buttons/lightswitch2.wav 
- Locked Sentence (locked_sentence) <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 (unlocked_sentence) <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 
- Glow Entity (glow)  <targetname> (in all games since  ) )
- The name of an entity that will get a +use glow for this button.
 Bug:The Engine cannot properly find the Glow entity if its off-grid. It will pick several entities close to where the supposed off-grid glow entity is.  [todo tested in ?]
Bug:The Engine cannot properly find the Glow entity if its off-grid. It will pick several entities close to where the supposed off-grid glow entity is.  [todo tested in ?]- Use Look-At Limit (min_use_angle)  <string> (in all games since  ) )
- Limit the usable look-at angle. -1 is looking directly away, 0 is looking perpendicular, 1 is looking directly at. To allow a deviation of at most 45°, insert cos(45°) ≈ 0.7071 or for 5° use cos(5°) ≈ 0.9962 (see dot product).
- Name (targetname) <string>[ Edit ]
- The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g. parentnameortarget).
 Also displayed in Hammer's 2D views and Entity Report.See also: Generic Keyvalues, Inputs and Outputs available to all entities
Flags
- Don't move : [1]
- Toggle : [32]
- Touch Activates : [256]
- Damage Activates : [512]
- Use Activates : [1024]
- Starts locked : [2048]
- Sparks : [4096]
- Non-solid : [16384] Template:CSGO add Template:GMOD also
Inputs
- 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
- 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.




























