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func_pendulum

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func_pendulum is a point entity available in all GoldSrc GoldSrc 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 (targetname) <targetname>
The targetname that other entities refer to this entity by.
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 to control the speed of scrolling textures; see func_conveyor for more information.



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:
Speed <integer>
Speed at which the pendulum swings in degrees/second.
Distance <integer>
Maximum distance the pendulum swings.
Damping (0-1000) <integer>
_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