momentary_rot_button
is a brush entity available in all GoldSrc games. It is designed to be used to control momentary_door, where the player can rotate them to arbitrary positions before stopping. Or, another momentary_rot_button. The door moves relative to the position of the momentary_rot_button controlling it. i.e., if the player lets go of the button, the door begins to close.
Key Values
Targetname:
- Name
(targetname)
<string>
- The targetname that other entities refer to this entity by.
Target:
- 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.
- Speed
(speed)
<integer>
- Speed of the button to move from its non-activated to its activated state.
- Master
(master)
<targetname>
- Name of a master entity.
- Sounds
(sounds)
<choices>
# |
Description
|
0 |
None
|
1 |
Big zap & Warmup
|
2 |
Access Denied
|
3 |
Access Granted
|
4 |
Quick Combolock
|
5 |
Power Deadbolt 1
|
6 |
Power Deadbolt 2
|
7 |
Plunger
|
8 |
Small zap
|
9 |
Keycard Sound
|
21 |
Squeaky
|
22 |
Squeaky Pneumatic
|
23 |
Ratchet Groan
|
24 |
Clean Ratchet
|
25 |
Gas Clunk
|
- Distance (deg)
(distance)
<integer>
- Degrees the button should rotate. It will rotate away from the player if
+use
d. Otherwise, direction is determined by if the value is negative or positive.
- Auto-return speed
(returnspeed)
<integer>
- _minlight
(_minlight)
<string>
- Minimum light level
(_minlight)
<normal>
ZHLT family
- ZHLT Light Flags (ZHLT 2.2+)
(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 (ZHLT 2.2+)
(light_origin) <targetname>
- During lighting compilation, this entity will be treated as if its origin were at the target entity's origin. Requires an origin brush.
- Entity to Use Model From (ZHLT)
(zhlt_usemodel) <targetname>
- Used to set the model to a different entity's model (bmodel, BSP, MDL, or SPR). The targeted entity will be moved before this entity to ensure proper loading. Requires an origin brush on this entity, as well as on the target entity if target entity is a brush entity.
- Nonsolid (ZHLT)
(zhlt_noclip) <boolean>
- Disables generation of clipnodes for all brushes on this entity, except for clip brushes. The entity may still be solid to point traces (hitscans, grenades, etc) if the brush contents are set to solid.
Tip:Always enable this for func_illusionary, unless skin is set to -16 (ladder); VHLT does not properly strip clipnodes for this entity.
- Don't Render (ZHLT 3+)
(zhlt_invisible) <boolean>
- Treat all faces as if they were textured with NULL.
Tip:Use this on triggers which use custom textures instead of AAATRIGGER or NULL, such as ladders.
- Custom Hull 1 (VHLT+)
(zhlt_hull1) <targetname>
- Custom Hull 2 (VHLT+)
(zhlt_hull2) <targetname>
- Custom Hull 3 (VHLT+)
(zhlt_hull3) <targetname>
- Which named info_hullshape entity to use for the specified clipping hull.
- Mins/Maxs (VHLT+)
(zhlt_minsmaxs) <mins vector + maxs vector>
- Override this entity's bounding box.
- zhlt_transform
(zhlt_transform) <???>
- Never visible (VHLT+)
(zhlt_hidden) <boolean>
- Don't create marksurfaces for this entity, resulting in it being treated by VIS as never visible.
Tip:The _HIDDEN texture suffix does the same thing, but also works on world brushes, which are used for model lighting.
- Strip lightmaps after compiling (VHLT+)
(zhlt_striprad) <boolean>
- Undefines the lightmaps for brushes on this entity after compiling, resulting in the faces being fullbright and not using up allocblock. Unlike TEX_SPECIAL, faces with zhlt_striprad will still affect bounced lighting.
- Custom Shadow Color (VHLT+)
(zhlt_customshadow) <color1>
- If this entity casts shadows, the shadows will be this color instead of black. Can also be a single value, for monochrome.
- Fake Lightmap (VHLT v33+)
(zhlt_embedlightmap) <boolean>
- Generates unique diffuse textures for all textured faces, then bakes lighting information directly into the generated textures. Primarily used to prevent translucent surfaces from "glowing", as rendermodes which support translucency don't render lightmaps on the vanilla renderer.
Important:The resulting textures will be renamed to have the prefix __rad; as such, any unique attributes will be lost.
- Downscale Fake Lightmap (VHLT v34+)
(zhlt_embedlightmapresolution) <integer>
- Downscale texture created by zhlt_embedlightmap this many times.
|
ericw-tools
Note:If any of the booleans are set in worldspawn, they can be disabled per entity by being set to -1.
- Cast shadows
(_shadow) <boolean>
- Cast shadows from this entity. Implies _shadowself.
- Self-shadowed
(_shadowself) <boolean>
- Cast shadows from this entity onto itself.
- Shadow world only
(_shadowworldonly) <boolean>
- Only cast shadows on world, not models.
- Smooth shading
(_phong) <boolean>
- Enable smooth shading between faces which are less than _phong_angle.
- Autosmoothing angle
(_phong_angle) <integer>
- Angle to smooth; default 89. Set to 44 to match QRAD/HLRAD defaults.
- Maximum light level
(_maxlight) <normal>
- Minlight color
(_mincolor, _minlight_color) <color1>
- Color of _minlight. Also accepts color255, provided at least one value is greater than 1.
- Minlight only
(_lightignore) <boolean>
- Only receive lighting from _minlight
- Disable backface culling
(_mirrorinside) <boolean>
|
Flags
Door Hack : [1]
Not useable : [2]
Auto Return : [16]
X Axis : [64]
y Axis : [128]
Not in Deathmatch : [2048]