Func_rot_button
Table of contents1 Entity Description2 Keyvalues3 Flags4 Inputs5 Outputs6 See AlsoEntity Description
A brush entity that is designed to be used for a rotating player-useable button. When used by the player, it rotates to a pressed position.
Availability
This brush-based entity is available in: all Source games
Keyvalues
- <target_source> The name that other entities refer to this entity by.
- <target_destination> The name of this entity's parent in the movement hierarchy. Entities with parents move with their parent.
- <origin> The position of this entity's center in the world. Rotating entities rotate around their origin.
- <angle> This entity's angular orientation in the world (also used for angular effect entities).
- <string> Name by which this entity is linked to another entity in a different map. When the player transitions to a new map, entities in the new map with globalnames matching entities in the previous map will have the previous map's state copied over their state.
- <string> Legacy support: The name of a master entity. If the master hasn't been activated, this button cannot be used.
- <integer> The speed that the button rotates, in degrees per second.
- <integer> Legacy method of specifying whether or not the button can be shot to activate it. Use the 'Damage Activates' spawnflag instead.
- <choices> Sounds.
Literal value | Description |
---|
0 | None (Silent) |
21 | Squeaky |
22 | Squeaky Pneumatic |
23 | Ratchet Groan |
24 | Clean Ratchet |
25 | Gas Clunk |
- <integer> Amount of time, in seconds, after the button has been pressed before it returns to the starting position. Once it has returned, it can be used again. If the value is set to -1, the button never returns.
- <integer> The amount, in degrees, that the button should rotate when it's pressed.
- <string> The minimum level of ambient light that hits this brush.
Flags
- 1 : Not solid
- 2 : Reverse Dir
- 32 : Toggle
- 64 : X Axis
- 128 : Y Axis
- 256 : Touch Activates
- 512 : Damage Activates
- 1024 : Use Activates
- 2048 : Starts locked
Inputs
- Removes this entity from the world.
- Removes this entity and all its children from the world.
- Evaluates a keyvalue/output on this entity. It can be potentially very dangerous, use with care.
- Format:
<key> <value>
- Format:
<output name> <targetname>:<inputname>:<parameter>:<delay>:<max times to fire (-1 == infinite)>
- Causes this entity's OnUser1-4 outputs to be fired. See User Inputs and Outputs.
- SetParent <target_destination>
- Changes the entity's parent in the movement hierarchy.
- SetParentAttachment <string>
- Change this entity to attach to a specific attachment point on its parent. Entities must be parented before being sent this input. The parameter passed in should be the name of the attachment.
- SetParentAttachmentMaintainOffset <vector> [Episode One Update]
- Change this entity to attach to a specific attachment point on it's parent. Entities must be parented before being sent this input. The parameter passed in should be the name of the attachment. The entity will maintain it's position relative to the parent at the time it is attached.
- Removes this entity from the the movement hierarchy, leaving it free to move independently.
- Lock the button, preventing it from functioning.
- Unlock the button, allowing it to function.
- Activate the button, as if it was pressed.
Outputs
- Fired in response to FireUser1-4 inputs. See User Inputs and Outputs. !activator = activator
- Fired when the button is damaged. !activator = damage inflictor
- Fired when the button is pressed. !activator = activator
- Fired when the button is used while locked. !activator = activator
- Fired when the button reaches the in/pressed position. !activator = activator
- Fired when the button reaches the out/released position. !activator = activator
See Also
К оглавлению справочника
©
Valve Developer Community