Func friction (Source)
![Obsolete-notext.png](/w/images/thumb/a/aa/Obsolete-notext.png/40px-Obsolete-notext.png)
This entity is Obsolete. Its use is discouraged, and it may only exist/function in older engine branches.
func_friction
is a point entity available in Black Mesa (the mod version) and
Garry's Mod. Initially, this entity should allow you to create an area of low friction (to simulate an icy area for example). However, this entity doesn't work at all, it is also unused and removed in Steam versions of the game. There are many other ways to have areas with low friction, $surfaceprop parameter for example.
Contents
Keyvalues
- Friction Percent
(modifier)
<float> - Set the friction to this percent of the regular friction.
- Name
(targetname)
<string> - 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. - Parent
(parentname)
<targetname> - The name of this entity's parent in the movement hierarchy. Entities with parents move with their parent.
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Flags
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Inputs
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CBaseEntity:
AddContext
<string>- Adds to the entity's list of response contexts. See Context.
AddOutput
<string>- Assigns a new keyvalue/output on this entity. For keyvalues, some rely on extra necessary code to be ran and won't work if its simply just changed through this input. There is a strict format that must be followed:
// Format of changing KeyValues: "AddOutput [key] [value]"
//// Raw text:
"OnUser1" "!self,AddOutput,targetname new_name"
// Format of adding an Output: "AddOutput {targetname}:{inputname}:{parameter}:{delay}:{max times to fire, -1 means infinite}"
//// Raw text:
"OnUser1" "!self,AddOutput,OnUser1:SetParent:!activator:0.0:-1"
// Arguments can be left blank, but the empty blank should still be contained.
//// Raw text:
"OnUser1" "!self,AddOutput,OnUser1:ClearParent::0.0:-1"
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ClearContext
- Removes all contexts from this entity's list.
ClearParent
- Removes this entity from the movement hierarchy, leaving it free to move independently.
FireUser1
toFireUser4
- Fires the respective
OnUser
outputs; see User Inputs and Outputs.
Kill
- Removes this entity and any entities parented to it from the world.
KillHierarchy
- Functions the same as
Kill
, although this entity and any entities parented to it are killed on the same frame, being marginally faster thanKill
input.
RemoveContext
<string>- Remove a context from this entity's list. The name should match the key of an existing context.
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.
DispatchEffect
<string> (removed since) !FGD
- Dispatches a special effect from the entity's origin; See also List of Client Effects. Replaced by the particle system since
.
Outputs
![]() OnStartTouch . ![]()
![]() ![]() OnEndTouch can fire before OnStartTouch under certain circumstances where both are fired on the same tick and each have the same delay. ![]() OnEndTouch .![]() OnEndTouch .![]()
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CBaseEntity:
OnUser1
toOnUser4
- These outputs each fire in response to the firing of the like-numbered FireUser1 to FireUser4 Input; see User Inputs and Outputs.