Func button

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Entity Description

A brush entity that's designed to be used for a player-useable button. When used by the player, it moves to a pressed position.

Keyvalues

<angle> Specifies the direction of motion to move when the button is used.
  • speed
<integer> The speed that the button moves, in inches per second.
  • health
<integer> Legacy method of specifying whether or not the button can be shot to activate it. Use the 'Damage Activates' spawnflag instead.
  • 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. Use a negative value to make it go further.
  • sounds
<choices>
Literal Value Description
0 None (Silent)
1 Big zap & Warmup
2 Access Denied
3 Access Granted
4 Quick Combolock
5 Power Deadbolt 1
6 Power Deadbolt 2
7 Plunger
8 Small zap
9 Keycard Sound
10 Buzz
11 Buzz Off
12 latch locked
13 Latch Unlocked
14 Lightswitch
15 small bleek
16 small deny
17 small doop
18 small tech deny
19 click and combine screen fuzz
20 roomy beep
21 lever or wheel: turn + move sqeek
22 lever or wheel: latch + release gas
23 lever or wheel: ratchet + sqeek
24 lever or wheel: large ratchet
25 lever or wheel: clanky + gas release
26 lever or wheel: latch + large metal thud
27 lever or wheel: smaller ratchet
28 lever or wheel: smaller lever move
31 shock buzz
32 clickbeep
33 tech blip
34 clickbeepbeep open
35 small high blip
36 small tech fuzz blip
37 small click bleep (change to lightswitch)
40 combine door lock - locked
41 combine blip growl
42 combine squick growl
43 combine whine purr
44 combine click talk
45 combine click growl fizz
46 combine click fizz (deny)
47 combine click talker
  • 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
<choices> Sound played when the player tries to use the button, and fails because it's locked.
Literal Value Description
0 None
2 Access Denied
8 Small zap
10 Buzz
11 Buzz Off
12 Latch Locked
  • unlocked_sound
<choices> Sound played when the button is unlocked.
Literal Value Description
0 None
1 Big zap & Warmup
3 Access Granted
4 Quick Combolock
5 Power Deadbolt 1
6 Power Deadbolt 2
7 Plunger
8 Small zap
9 Keycard Sound
10 Buzz
13 Latch Unlocked
14 Lightswitch
  • locked_sentence
<choices> A sentence played when the player tries to use the button, and fails because it's locked.
Literal 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
<choices> A sentence played when the button is unlocked.
Literal 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
  • _minlight
<float> The minimum level of ambient light that hits this brush.

Flags

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

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.

See Also