func_friction
is a brush entity available in all
GoldSrc games. It allows you to create an area of low friction, to simulate an icy area, for example.
Key Values
- Render FX
(renderfx)
<choices>
- Render FX mode to use, for special effects.
Value |
Description
|
0 |
Normal
|
1 |
Slow Pulse
|
2 |
Fast Pulse
|
3 |
Slow Wide Pulse
|
4 |
Fast Wide Pulse
|
5 |
Slow Fade Away
|
6 |
Fast Fade Away
|
7 |
Slow Become Solid
|
8 |
Fast Become Solid
|
9 |
Slow Strobe
|
10 |
Fast Strobe
|
11 |
Faster Strobe
|
12 |
Slow Flicker
|
13 |
Fast Flicker
|
14 |
Constant Glow
|
15 |
Distort
|
16 |
Hologram (Distort + fade)
|
- Render Mode
(rendermode)
<choices>
- Render Mode to use.
Value |
Description
|
0 |
Normal
|
1 |
Color
|
2 |
Texture
|
3 |
Glow
|
4 |
Solid
|
5 |
Additive
|
- FX Amount (1-255)
(renderamt)
<integer>
- Controls transparency when using another render mode then normal. 0 is completely invisible, and 255 is opaque.
- FX Color (R G B)
(rendercolor)
<color255>
- Color to use by the specified render mode.
Also used on brush entities to control the speed of scrolling textures; see func_conveyor
for more information.
- Minimum light level
(_minlight)
<string>
ZHLT
- ZHLT Light Flags (ZHLT 2.2+)
(zhlt_lightflags) <choices>
- Special lighting behavior. Only available if using Zoner's Half-Life Compile Tools.
- 0 : "Default"
- 1 : "Embedded Fix"
- 2 : "Opaque (blocks light)"
- 3 : "Opaque + Embedded fix"
- 6 : "Opaque + Concave Fix"
- Light Origin Target (ZHLT 2.2+)
(light_origin) <targetname>
- Used to define a target to sample lighting from.
- Entity to Use Model From (ZHLT)
(zhlt_usemodel) <targetname>
- Used to set the model to a different entity's model (bmodel, BSP, MDL, or SPR). The targeted entity will be moved before this entity to ensure proper loading.
- Nonsolid (ZHLT)
(zhlt_noclip) <boolean>
- Disables generation of clipnodes for all brushes on this entity, except for clip brushes. The entity may still be solid to point traces (hitscans, grenades, etc) if the brush contents are set to solid.
Tip:Always enable this for func_illusionary, unless skin is set to -16 (ladder); VHLT does not properly strip clipnodes for this entity.
- Don't Render (ZHLT 3+)
(zhlt_invisible) <boolean>
- Treat all faces as if they were textured with NULL.
Tip:Use this on triggers which use custom textures instead of AAATRIGGER or NULL, such as ladders.
- REDIRECT Template:KeyValue
- Custom Hull 2 (VHLT+)
(zhlt_hull2) <targetname>
- Custom Hull 3 (VHLT+)
(zhlt_hull3) <targetname>
- Which named info_hullshape entity to use for the specified clipping hull.
- Mins/Maxs (VHLT+)
(zhlt_minsmaxs) <mins vector + maxs vector>
- Override this entity's bounding box.
- zhlt_transform
(zhlt_transform)
- zhlt_hidden
(zhlt_hidden)
- zhlt_striprad
(zhlt_striprad)
- Custom Shadow Color (VHLT+)
(zhlt_customshadow) <color1>
- If this entity casts shadows, the shadows will be this color instead of black. Can also be a single value, for monochrome.
- Fake Lightmap (VHLT v33+)
(zhlt_embedlightmap) <boolean>
- Generates unique diffuse textures for all textured faces, then bakes lighting information directly into the generated textures. Primarily used to prevent translucent surfaces from "glowing", as rendermodes which support translucency don't render lightmaps on the vanilla renderer.
Important:The resulting textures will be renamed to have the prefix __rad; as such, any unique attributes will be lost.
- Downscale Fake Lightmap (VHLT v34+)
(zhlt_embedlightmapresolution) <integer>
- Downscale texture created by zhlt_embedlightmap this many times.
|
- Percentage of standard
(modifier)
<string>
- Percentage of friction between 0 and 100.
Flags
- [
2048
] : Not In Deathmatch