func_pendulum
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"
Angles:
- Pitch Yaw Roll (Y Z X)
(angles)
<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:
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