Rotating Button
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May 2025
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Introduction
In Half-Life 2,
Half-Life 2: Episode One,
Half-Life 2: Episode Two; players occasionally encounter a scenario, where they must toggle a (rotating) button to achieve an effect or progress in the game.
This page will describe steps on how to build a functional Rotating Button prop for use in your custom map, where:
- The player can +use the button object and it will turn to the ON position.
- With the Toggle flag option checked, the player can repeat the +use action and the button object will turn back to the OFF position.
- With the Toggle flag option unchecked, the button object will automatically return to the OFF position.
Required entities and objects
A) func_rot_button (This is a brush entity.)
- Create a new texture brush on your map.
- Use your editor's 'MOVE SELECTED TO:' feature to convert the brush from World to Entity.
- Set the entity's class as a func_rot_button.
- Name the entity "func_for_bttn".
- Select and apply the brush-texture: "tools/toolsinvisible to the entity.
- Set the following flags
- Not Solid Checked
- Toggle Unchecked (optional)
- X Axis Checked
- Y Axis Checked
- Use Activates Checked
B) prop_dynamic (This is a point entity (Button prop).')
- Place a new prop_dynamic entity on your map.
- Select its world model as:
props_citizen_tech/firetrap_button01a.mdl
- Name the entity "bttn"
- Select its Parent as "func_for_bttn"
C) prop_static (This is a point entity (Button pad prop))
- Place a new prop_static entity on your map.
- Select its world model as:
props_citizen_tech/firetrap_buttonpad.mdl
.
Set Inputs/Outputs (I/O)
- Set the following output trigger(s) in the "func_for_bttn" brush's I/O.

Place, Align, and Group the objects
Follow these steps:
- Center the origin of the prop_static entity (the button pad).
- Place the prop_dynamic entity "bttn" into the desired position on the button pad.
- Place "bttn" and button pad into the desired position on the map (i.e equipment console or a wall).
- Set the desired Pitch Yaw Roll values for entity "bttn".
- Center the origin for 'bttn".
- Align "bttn"'s origin with the prop_static's origin as close as possible.
- Place the momentary_rot_button brush entity "func_for_bttn" over "bttn", making sure that "func_for_bttn" completely encloses "bttn". Allow enough extension of "func_for_bttn" for the player to touch it.
- Center the origin for "func_for_bttn".
- Align "func_for_bttn"'s origin with "bttn"'s origin as close as possible.
- Set the X and Y values for "func_for_bttn" equal to the X and Y values of "bttn".
Note:If you move and/or re-orient these objects to a different position in the map, repeat this step.
Credits : "The PaperDog"