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momentary_rot_button

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momentary_rot_button is a brush entity available in all GoldSrc 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) <targetname>
The targetname that other entities refer to this entity by.

Target:
Target (target) <targetname>
The targetname of an entity this entity will trigger when activated.



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.
Speed (speed) <integer>
Speed of the button to move from its non-activated to its activated state.
Master (master) <string>
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 +used. Otherwise, direction is determined by if the value is negative or positive.
Auto-return speed (returnspeed) <integer>
_minlight (_minlight) <string>

ZHLT:
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>
Used to define a target to sample lighting from.
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.pngTip:Always enable this for func_illusionary; 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.pngTip:Use this on triggers which use custom textures instead of AAATRIGGER or NULL, such as ladders.
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.
Icon-Important.pngImportant: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.


Flags

  •  [1] : Door Hack
  •  [2] : Not useable
  •  [16] : Auto Return
  •  [64] : X Axis
  •  [128] : y Axis
  •  [2048] : Not in Deathmatch