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This entity is Obsolete.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). 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.
- 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 the
Enable
input).
Flags
BaseTrigger:
- [
1
] : Clients (Survivors, Special Infected, Tanks)
- [
2
] : NPCs (Common Infected, Witches)
- [
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)
Inputs
BaseTrigger:
Toggle
- Toggles this trigger between enabled and disabled states.
Enable
- Enable trigger
Disable
- Disable trigger
TouchTest
(in all games since)
- Triggers either the OnTouching or OnNotTouching outputs for whether anything is touching this entity.
StartTouch
(in all games since) !FGD
- Behave as if the
!caller
entity had just entered the trigger volume. Accepts non-physical entities.
EndTouch
(in all games since) !FGD
- Behave as if !caller had just exited the trigger volume.
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
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
BaseTrigger:
OnStartTouch
- Fired when a valid entity starts touching this trigger.
!activator
is whatever touches the trigger.
![Icon-Bug.png](/w/images/thumb/b/b4/Icon-Bug.png/10px-Icon-Bug.png)
OnStartTouch
. ![](/w/images/thumb/2/2e/Confirm.png/10px-Confirm.png)
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.png](/w/images/thumb/c/cb/Warning.png/10px-Warning.png)
![Warning.png](/w/images/thumb/c/cb/Warning.png/10px-Warning.png)
OnEndTouch
can fire before OnStartTouch
under certain circumstances where both are fired on the same tick and each have the same delay. ![](/w/images/thumb/c/cc/Note.png/10px-Note.png)
OnEndTouch
.![Icon-Bug.png](/w/images/thumb/b/b4/Icon-Bug.png/10px-Icon-Bug.png)
OnEndTouch
.![](/w/images/thumb/2/2e/Confirm.png/10px-Confirm.png)
OnEndTouchAll
- Fired when all valid entities stop touching this trigger.
OnTouching
(in all games since)
- Fired if something is currently touching this trigger when
TouchTest
is fired.
OnNotTouching
(in all games since)
- Fired if nothing is currently touching this trigger when
TouchTest
is fired.
Base:
OnUser1
toOnUser4
- These outputs each fire in response to the firing of the like-numbered FireUser1 to FireUser4 Input; see User Inputs and Outputs.