func_pendulum

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<Half-Life> func_pendulum is a brush entity available in all GoldSource engine games. It creates an object that moves in the manner of a pendulum. Because this is a rotating entity, an origin brush must be a part of it.

Key Values

Global:

Global Entity Name <string>
Name to identify entity accross level transitions. Entities with the same global name will have the same status accross maps.

Targetname:

Name <target_source>
The targetname that other entities refer to this entity by.

Render FX Choices:

Render FX <choices>
Render FX mode to use, for special effects.
  • 0: "Normal"
  • 1: "Slow Pulse"
  • 2: "Fast Pulse"
  • 3: "Slow Wide Pulse"
  • 4: "Fast Wide Pulse"
  • 9: "Slow Strobe"
  • 10: "Fast Strobe"
  • 11: "Faster Strobe"
  • 12: "Slow Flicker"
  • 13: "Fast Flicker"
  • 5: "Slow Fade Away"
  • 6: "Fast Fade Away"
  • 7: "Slow Become Solid"
  • 8: "Fast Become Solid"
  • 14: "Constant Glow"
  • 15: "Distort"
  • 16: "Hologram (Distort + fade)"

Renderfields:

Render Mode <choices>
Render Mode to use.
  • 0: "Normal"
  • 1: "Color"
  • 2: "Texture"
  • 3: "Glow"
  • 4: "Solid"
  • 5: "Additive"
FX Amount (1-255) <integer>
Controls transparency when using another render mode then normal. 0 is completely invisible, and 255 is opaque.
FX Color (R G B) <color255>
Color to use by the specified render mode.


Angles:

Pitch Yaw Roll (Y Z X) <angle>
This entity's orientation in the world. Pitch is rotation around the Y axis, yaw is the rotation around the Z axis, roll is the rotation around the X axis.

ZHLT:

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 <string>
Used to define a target to sample lighting from.

Pendulum:

Speed <integer>
Speed at which the pendulum swings in degrees/second.
Distance <integer>
Maximum distance the pendulum swings.
Damping (0-1000) <integer>
To do: add description
_minlight <integer>
Minimum amount of light this entity recieves.

Flags

  • 1 : Start ON
  • 8 : Passable
  • 16 : Auto-return - If this is enabled, it will cause the pendulum to return to the start position when it is triggered. This may produce unexpected results.
  • 64 : X Axis
  • 128 : Y Axis
  • 2048 : Not in Deathmatch