infra_button
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infra_button
is a brush entity available in INFRA.
Entity Description
It is a brush entity designed to be player-usable button. It is a mix between a door, a button and a rotating button.
Bug:The Delay Before Reset keyvalue is currently non-functional. As a alternative you can lock the button on use and then unlock it on a timer [todo tested in?]
Bug:The Locked Sound and Unlock Sound keyvalues currently do not play their sounds. [todo tested in?]
Keyvalues
- Move Direction (Pitch Yaw Roll) ([todo internal name (i)]) <angle>
- The direction the door will move, when it opens.
BaseDoor:
- Linked Door (chainstodoor) <targetname> !FGD
- Passes the door's +use inputs and touch events onto a different door, so it also is activated.
- Block Filter Name (filtername) <targetname>
- (For Half-Life: Source) Filter to use to determine entities that can block the door.
- Speed (speed) <float>
- Speed that the door moves, in units (sliding door) or degrees (rotating door) per second.
- Start Sound (noise1) <sound>
- Sound to play when the door starts opening. Also plays when door starts closing if startclosesound is absent.
- Stop Sound (noise2) <sound>
- Sound to play when the door stops opening. Also plays when door stops closing if closesound is absent.
- Start Close Sound (startclosesound) <sound>
- Sound to play when the door starts closing.
- Stop Close Sound (closesound) <sound>
- Sound to play when the door stops closing.
- Delay Before Reset (wait) <float>
- Time until the door returns to the closed position. A value of -1 means the door never auto-closes.
- Lip (lip) <float>
- When the door opens, it will move its full length minus this many units. Negative values will make the door move that many more than its length.
- Blocking Damage (dmg) <float>
- Amount of damage done to entities that block the movement of this door, per frame.
- Bug:Normally a door will damage things blocking it, however if the player is teleported by a trigger_teleport while using noclip, they will not be damaged. [todo tested in?]
- Force Closed (forceclosed) <boolean>
- Makes the door close no matter what. Useful for doors that have to close even if the player tries to block them with objects.
- Ignore Debris (ignoredebris) <boolean>
- Changes the door's collision group to
COLLISION_GROUP_INTERACTIVE
, which ignores debris objects. Not compatible with the Non-solid to Player spawnflag as it also sets a collision group. Health (shoot open) (health) <integer>- Deprecated.
In Quake and GoldSrc, if this was set, the door would open when it took this much damage. Nonfunctional in most Source games; can be emulated by parenting an invisible func_button with spawnflag 512 set, and having the button target this door. Message If Triggered (message) <string>- Deprecated.
In Quake and GoldSrc, if this was set, a message would appear on the the player's hud when the door is locked and they attempt to open the door. Nonfunctional in most Source games; can be emulated by calling an env_message with the door'sOnLockedUse
output. - Locked Sound (locked_sound) <sound>
- Sound played when the player tries to open the door, and fails because it's locked.
- Unlocked Sound (unlocked_sound) <sound>
- Sound played when door is unlocked.
- Spawn Position (spawnpos) <choices>
- State the door should begin in.
- 0: Closed
- 1: Open
- Locked Sentence (locked_sentence) <choices> (only in )
- Intercom voiceline for when the player tries to use the door, but it's locked.
- Unlocked Sentence (unlocked_sentence) <choices> (only in )
- Intercom voiceline for when the door is unlocked.
- Loop Moving Sound? (loopmovesound) <boolean>
- Makes the door's Start Sound loop until the door finishes moving.
- Bug:If an already-looping sound is played with this enabled, it can continue forever. Further attempts to open or close the door will only add another looping sample to the noise. [todo tested in?]
Origin:
- Origin (X Y Z) (origin) <origin>
- The position of this entity's center in the world. Rotating entities typically rotate around their origin.
Flags
- 1 : Starts Open - OBSOLETE, use 'Spawn Position' key instead
- 4 : Non-solid to Player
- 8 : Passable
- 32 : Toggle
- 256 : Use Opens
- 512 : NPCs Can't
- 1024 : Touch Opens
- 2048 : Starts Locked
- 4096 : Silent
- 16384 : Can be held down
Inputs
- Press
- Presses it as if it was pressed by a player.
Door:
- Open
- Opens door.
- Close
- Closes door.
- Toggle
- Opens door if closed, closes door if opened.
- Lock
- Prevent door from opening, but can still close.
- Unlock
- Allow door to operate as normal.
- SetSpeed <float>
- Sets Speed.
Outputs
- OnStartPressing
- Fired when the player starts pressing the button.
- OnStopPressing
- Fired when the player stops pressing the button.
- OnPressed
- Fired when pressed.
- OnDamaged
- Fired when damaged.
BaseDoor:
- OnClose
- Fired when the door starts to close.
- OnOpen
- Fired when the door starts to open.
- OnFullyClosed
- Fired when the door finishes closing. Reversed if Start Open flag is set.
- OnFullyOpen
- Fired when the door finishes opening. Reversed if Start Open flag is set.
- OnBlockedClosing
- Fired when the door has been blocked from closing. !activator is whatever blocks the door.
- OnBlockedOpening
- Fired when the door has been blocked from opening. !activator is whatever blocks the door.
- OnUnblockedClosing
- Fired when the door is no longer blocked from closing.
- OnUnblockedOpening
- Fired when the door is no longer blocked from opening.
- OnLockedUse
- Fired when the player tries to open the door but fails because it is locked.