Func friction (Source)

From Valve Developer Community
Jump to: navigation, search
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This entity is Obsolete.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 Black Mesa (the mod version). 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.

Black Mesa Level Creation

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.
Parent (parentname) <targetname>
The name of this entity's parent in the movement hierarchy. Entities with parents move with their parent.

BaseTrigger:

Filter Name (filtername) <filter>
A filter entity to test potential activators against.
Start Disabled (StartDisabled) <boolean>
Stay dormant until activated (with theEnableinput).


Flags

BaseTrigger:

  •  [1] : Clients (Survivors, Special Infected, Tanks Left 4 Dead series)
  •  [2] : NPCs (Common Infected, Witches Left 4 Dead series)
  •  [4] : Pushables (Passes entities with classname func_pushable)
  •  [8] : Physics Objects
  •  [16] : Only player ally NPCs
  •  [32] : Only clients in vehicles
  •  [64] : Everything (not including physics debris)
  •  [512] : Only clients *not* in vehicles
  •  [1024] : Physics debris
  •  [2048] : Only NPCs in vehicles (respects player ally flag)
  •  [4096] : Disallow Bots (removed since Left 4 Dead)


Inputs


BaseTrigger:
Toggle
Toggles this trigger between enabled and disabled states.
Enable
Enable trigger
Disable
Disable trigger
TouchTest  (in all games since Source 2007)
Triggers either the OnTouching or OnNotTouching outputs for whether anything is touching this entity.
StartTouch  (in all games since Source 2007) !FGD
Behave as if the !caller entity had just entered the trigger volume. Accepts non-physical entities.
EndTouch  (in all games since Source 2007) !FGD
Behave as if !caller had just exited the trigger volume.
DisableAndEndTouch  (only in Team Fortress 2Source 2013 Multiplayer)
Disables this trigger and calls EndTouch on all currently-touching entities.
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"
ClearContext
Removes all contexts from this entity's list.
ClearParent
Removes this entity from the movement hierarchy, leaving it free to move independently.
FireUser1 to FireUser4
Fires the respectiveOnUseroutputs; 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 thanKillinput.
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.
Use  !FGD
Same as a player invoking +use; no effect in most cases.
SetTeam <integer> !FGD
Changes this entity's team.
TeamNum <integer> !FGD
This input changes value for TeamNum property.
DispatchResponse <string> !FGD
Dispatches a response to the entity. See Response and Concept.
DispatchEffect <string> (removed since Left 4 Dead) !FGD
Dispatches a special effect from the entity's origin; See also List of Client Effects. Replaced by the particle system since Left 4 Dead.

Outputs

BaseTrigger:

OnStartTouch
Fired when a valid entity starts touching this trigger. !activator is whatever touches the trigger.
Icon-Bug.pngBug:Spamming crouch jumps in a trigger can randomly fire OnStartTouch.
Confirm:Is it a Multiplayer issue only?


OnStartTouchAll
Fired when a valid entity starts touching this trigger, and no other entities are touching it. If there are any other entities touching the trigger when a new one begins to touch, only OnStartTouch will fire.
OnEndTouch
Fired when a valid entity stops touching this trigger.
Warning.pngWarning:This includes entities which are deleted while inside the trigger. In this case !activator will be invalid.
Warning.pngWarning:OnEndTouch can fire before OnStartTouch under certain circumstances where both are fired on the same tick and each have the same delay.
Fix: Add a slight delay to OnEndTouch.
Icon-Bug.pngBug:Spamming crouch jump in a trigger can randomly fire OnEndTouch.
Confirm:Is it a Multiplayer issue only?
OnEndTouchAll
Fired when all valid entities stop touching this trigger.
OnTouching  (in all games since Source 2007)
Fired if something is currently touching this trigger when TouchTest is fired.
OnNotTouching  (in all games since Source 2007)
Fired if nothing is currently touching this trigger when TouchTest is fired.

Base:

OnUser1 to OnUser4
These outputs each fire in response to the firing of the like-numbered FireUser1 to FireUser4 Input; see User Inputs and Outputs.