func_button
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| CBaseButton |
func_button is a brush entity available in all
Source games.
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.
This is very useful for small items, since small button brushes may compile with missing faces, due to a vbsp bug[Clarify].
Keyvalues
- 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
- Glow Entity (glow) <targetname> (only in

) - The name of an entity that will get a +use glow for this button.
Bug:The Engine cannot properly find the Glow entity if it's 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
) (also in
) - 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).
- Move Direction (Pitch Yaw Roll) (movedir) <angle>
- Specifies the direction of motion to move when the button is used.
- 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.
- 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.
- Sounds (sounds) <integer choices>
- Make this button emit a sound when pressed.
Note:The list below was made for Half-Life 2. All games support this keyvalue, but some don't have a number of these sound files. To edit these sounds, look for Buttons.snd(followed by a number from the Value column in this table) inhl2/scripts/game_sounds_world.txtor your game's appropriate Soundscript file.
Choices Value Description Default Sound Buttons 0None (Silent) common/null.wav 1Big zap & Warmup buttons/button1.wav 2Access Denied buttons/button2.wav 3Access Granted buttons/button3.wav 4Quick Combolock buttons/button4.wav 5Power Deadbolt 1 buttons/button5.wav 6Power Deadbolt 2 buttons/button6.wav 7Plunger buttons/button7.wav 8Small zap buttons/button8.wav 9Keycard Sound buttons/button9.wav 10Buzz buttons/button10.wav 11Buzz Off buttons/button11.wav 12latch locked doors/latchlocked2.wav 13Latch Unlocked doors/latchunlocked1.wav 14Lightswitch buttons/lightswitch2.wav 15small bleek buttons/button15.wav 16small deny buttons/button16.wav 17small doop buttons/button17.wav 18small tech deny buttons/button18.wav 19click and combine screen fuzz buttons/button19.wav 20roomy beep buttons/button20.wav Levers 21lever or wheel: turn + move sqeek buttons/lever1.wav 22lever or wheel: latch + release gas buttons/lever2.wav 23lever or wheel: ratchet + sqeek buttons/lever3.wav 24lever or wheel: large ratchet buttons/lever4.wav 25lever or wheel: clanky + gas release buttons/lever5.wav 26lever or wheel: latch + large metal thud buttons/lever6.wav 27lever or wheel: smaller ratchet buttons/lever7.wav 28lever or wheel: smaller lever move buttons/lever8.wav New buttons 31shock buzz buttons/button21.wav 32clickbeep buttons/button22.wav 33tech blip buttons/button23.wav 34clickbeepbeep open buttons/button24.wav 35small high blip buttons/button12.wav 36small tech fuzz blip buttons/button13.wav 37small click bleep (change to lightswitch) buttons/button14.wav Combine Buttons 40combine door lock - locked buttons/combine_button_locked.wav 41combine blip growl buttons/combine_button1.wav 42combine squick growl buttons/combine_button2.wav 43combine whine purr buttons/combine_button3.wav 44combine click talk buttons/combine_button4.wav 45combine click growl fizz buttons/combine_button5.wav 46combine click fizz (deny) buttons/combine_button6.wav 47combine click talker buttons/combine_button7.wav
- Locked Sound (locked_sound) <integer choices>
- Sound played when the player tries to use the button, and fails because it's locked.
Choices Value Description Default Sound 0None common/null.wav 2Access Denied buttons/button2.wav 8Small zap buttons/button8.wav 10Buzz buttons/button10.wav 11Buzz Off buttons/button11.wav 12Latch Locked doors/latchlocked2.wav
- Unlocked Sound (unlocked_sound) <integer choices>
- Sound played when the button is unlocked.
Confirm:doesn't seem to work?
Choices Value Description Default Sound 0None common/null.wav 1Big zap & Warmup buttons/button1.wav 3Access Granted buttons/button3.wav 4Quick Combolock buttons/button4.wav 5Power Deadbolt 1 buttons/button5.wav 6Power Deadbolt 2 buttons/button6.wav 7Plunger buttons/button7.wav 8Small zap buttons/button8.wav 9Keycard Sound buttons/button9.wav 10Buzz buttons/button10.wav 13Latch Unlocked doors/latchunlocked1.wav 14Lightswitch buttons/lightswitch2.wav
- Locked Sentence (locked_sentence) <integer choices>
- A sentence played when the player tries to use the button, and fails because it's locked.
Choices Value Description 0None 1Gen. Access Denied 2Security Lockout 3Blast Door 4Fire Door 5Chemical Door 6Radiation Door 7Gen. Containment 8Maintenance Door 9Broken Shut Door
- Unlocked Sentence (unlocked_sentence) <integer choices>
- A sentence played when the button is unlocked.
Choices Value Description 0None 1Gen. Access Granted 2Security Disengaged 3Blast Door 4Fire Door 5Chemical Door 6Radiation Door 7Gen. Containment 8Maintenance area
- Master (Obsolete) (master) <targetname>
- Legacy support: The name of a master entity. If the master hasn't been activated, this button cannot be pressed.
Flags
- Don't move : [1]
- Toggle : [32]
- Makes the button fire the outputs "OnIn" and "OnOut" if being pressed repeatedly.
Does not fire "OnOut" when "Damage Activates" is also set. As a workaround you can have this button "press" another button somewhere out of reach, which only has the "toggle" and "don't move" flag.
- Touch Activates : [256]
- Damage Activates : [512]
- If set, makes the button fire "OnPressed" when damaged. Honors the lock like any other input option.
"OnDamaged" would fire any time the button is pressed, even if locked.
- Use Activates : [1024]
- Starts locked : [2048]
- Sparks : [4096]
- Non-solid : [16384] (in all games since
(also in
))
Inputs
- Lock
- Lock the button, preventing it from functioning.
Bug:Do not lock while pressed; it will not return when unlocked. [todo tested in ?]
- 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. Fire OnPressed output.
Outputs
- OnDamaged
- !activator = entity that damages this
!caller = this entity
Fired when the button is damaged, regardless of whether it is locked, or if the "Damage Activates" is set.
Example:This could be used to destroy a locked button to open doors, while pressing "+use" would play a "Deny" sound.
- OnPressed
- !activator = player that pressed the button or activator of the input causing this
!caller = this entity
Fired when the button is activated through any means set by the flags.
- OnUseLocked
- !activator = player that uses the button
!caller = this entity
Fired when the button is used while locked.
- OnIn
- !activator = entity that caused the press or entity that last damaged the button[confirm]
!caller = this entity
Fired when the button reaches the in/pressed position.
- OnOut
- !activator = entity that caused the press or entity that last damaged the button[confirm]
!caller = this entity
Fired when the button reaches the out/released position. "Delay Before Reset" will fire this output, after the delay is over. If the "Toggle" flag is set, pressing the button again will fire this output.