This entity allows you to create various types of buttons, such as: switches, plungers, touch plates, push buttons, etc., that will trigger an event when activated. Works almost like a
func_door
.
Attributes
- Name (targetname) - Property used to identify entities.
- Global Entity Name (globalname)
- Pitch Roll Yaw (angles) - Set the angle for moving buttons here.
- Master (master) - The name of a
multisource
(or game_team_master
) entity. A master must usually be active in order for the entity to work. Thus they act almost like an on/off switch, in their simplest form, and like an AND gate in the case of the multisource
.
- Targetted object (target) - When this entity is activated, it triggers the entity/ies with the name specified by Target.
- Delay before trigger (delay) - The time in seconds before an entity should trigger its target (after being triggered itself).
- KillTarget (killtarget) - [undocumented] When the entity is triggered, it will remove from the game the entity specified by this property.
- Speed (speed) - The speed a moving button will move from its resting state to its activated state.
- Target path (netname) - Seemingly unused.
- Health (health) - If the button has to be shot, rather than pressed, specify a value greater than 0 here. When this amount of damage occurs, the button will activate.
- Lip (lip) - Number of units left after move (the lip value is subtracted from the move distance).
- Delay before reset (wait) - Time in seconds before the button pops back out or becomes reuseable (-1 = Never).
- Render FX (renderfx) - Gives objects special render effects. Think of it as modifying whatever the Render Mode puts out. The options are as follows:
- 0 = Normal
- 1 = Slow Pulse
- 2 = Fast Pulse
- 3 = Slow Wide Pulse
- 4 = Fast Wide Pulse
- 5 = Slow Fade Away
- 6 = Fast Fade Away
- 7 = Slow Become Solid
- 8 = Fast Become Solid
- 9 = Slow Strobe
- 10 = Fast Strobe
- 11 = Faster Strobe
- 12 = Slow Flicker
- 13 = Fast Flicker
- 14 = Constant Glow
- 15 = Distort
- 16 = Hologram (Distort and Fade)
- Render Mode (rendermode) - Controls the type of rendering that is used for an object. Options are:
- 0 = Normal
- 1 = Color
- 2 = Texture
- 3 = Glow
- 4 = Solid
- 5 = Additive
- FX Amount (renderamt)
- FX Color (rendercolor)
- Sounds (sounds) - The sound made by the button on activation. The sound is played at the same time as the Unlocked Sound. Values are:
- 0 = None (
common/null.wav
)
- 1 = Big zap & Warmup (
buttons/button1.wav
)
- 2 = Access Denied (
buttons/button2.wav
)
- 3 = Access Granted (
buttons/button3.wav
)
- 4 = Quick Combolock (
buttons/button4.wav
)
- 5 = Power Deadbolt 1 (
buttons/button5.wav
)
- 6 = Power Deadbolt 2 (
buttons/button6.wav
)
- 7 = Plunger (
buttons/button7.wav
)
- 8 = Small zap (
buttons/button8.wav
)
- 9 = Keycard Sound (
buttons/button9.wav
)
- 10 = Buzz (
buttons/button10.wav
)
- 11 = Buzz Off (
buttons/button11.wav
)
- 14 = Lightswitch (
buttons/lightswitch2.wav
)
- Locked Sound (locked_sound) - Sounds to play when the entity is 'locked'. Options are:
- 0 = None (
common/null.wav
)
- 2 = Access Denied (
buttons/button2.wav
)
- 8 = Small zap (
buttons/button8.wav
)
- 10 = Buzz (
buttons/button10.wav
)
- 11 = Buzz Off (
buttons/button11.wav
)
- 12 = Latch Locked (
buttons/latchlocked1.wav
)
- Unlocked Sound (unlocked_sound) - Sound to play when entity is 'unlocked'. Options are:
- 0 = None (
common/null.wav
)
- 1 = Big zap & Warmup (
buttons/button1.wav
)
- 3 = Access Granted (
buttons/button3.wav
)
- 4 = Quick Combolock (
buttons/button4.wav
)
- 5 = Power Deadbolt 1 (
buttons/button5.wav
)
- 6 = Power Deadbolt 2 (
buttons/button6.wav
)
- 7 = Plunger (
buttons/button7.wav
)
- 8 = Small zap (
buttons/button8.wav
)
- 9 = Keycard Sound (
buttons/button9.wav
)
- 10 = Buzz (
buttons/button10.wav
)
- 13 = Latch Unlocked (
buttons/latchunlocked1.wav
)
- 14 = Light Switch (
buttons/lightswitch2.wav
)
- Locked Sentence (locked_sentence) - Sentence that is spoken when entity is 'locked'. Options are:
- 1 = Gen. Access Denied (
NA
)
- 2 = Security Lockout (
ND
)
- 3 = Blast Door (
NF
)
- 4 = Fire Door (
NFIRE
)
- 5 = Chemical Door (
NCHEM
)
- 6 = Radiation Door (
NRAD
)
- 7 = Gen. Containment (
NCON
)
- 8 = Maintenance Door (
NH
)
- 9 = Broken Shut Door (
NG
)
- Unlocked Sentence (unlocked_sentence) - Sentence that is spoken when entity is 'unlocked'. Options are:
- 1 = Gen. Access Granted (
EA
)
- 2 = Security Disengaged (
ED
)
- 3 = Blast Door (
EF
)
- 4 = Fire Door (
EFIRE
)
- 5 = Chemical Door (
ECHEM
)
- 6 = Radiation Door (
ERAD
)
- 7 = General Containment (
ECON
)
- 8 = Maintenance area (
EH
)
- ZHLT Lightflags (zhlt_lightflags)
- Light Origin Target (light_origin)
- Minimum light level (_minlight)
Flags
- Don't move (1) - If this is enabled, the button will not move (oriented by angles) when triggered.
- Toggle (32) - Sets button mode to toggle (it does not reset, but waits to be activated again).
- Sparks (64) - Makes button spark randomly when in the off position.
- Touch activates (256) - Button can only be activated by the player bumping into it (or by being damaged, if Health is specified).
Notes
- In addition to speed, the button will move relative to angles and according to its brush size; the larger the brush, the longer the time until it reaches the other edge (time can be reduced by lip).
- While moving, it can get blocked by monsters, player and
func_pushable
, but not by any other thing; can't hurt; can't be used neither return nor trigger the target until unblocked and completed the move.
- It can be pressed 64 units away from its edge by the player, regardless of anything surrounding it.
- Apply one of the toggling textures (ones with '+0' or '+A' at the beginning of their names) to get an alternative to the moving button.
- Locked Sound and Locked Sentence will be played if the button has a master that is not active.
- Although Unlocked Sound is supposed to override sounds, it doesn't.
- When the button is back home on return, it retriggers all its targets that have
multisource
classname. It allows to lock some other entity once the button is returned. It's useful when you want to make a player do something on time while the button is resetting, or require multiple players to press buttons at the same time in order to fire something else through the unlocked multisource (e.g. some co-op maps use this feature to block the map from playing in singleplayer). Note that Toggle buttons trigger their target on return too, which can lead to triggering the multisource two times, effectively leaving it at the same state.
- Buttons with Toggle spawnflag generally ignore the "Delay before reset" value, as they will wait for the user input to trigger their target and switch their status, unless "Delay before reset" is set to -1, in which case they will only be usable once.
- Buttons with Toggle spawnflag doesn't check for the master on return. That means if master becomes inactive between the normal activation and return activation, the return activation will still trigger the target.
- Buttons with Toggle spawnflag can be activated again right away: there's no delay. It's worth to remember if the trigger target takes some time do its job (e.g. a door opening), because the repeated activation can lead to desynchronized state between the button and its target.
- Due to Toggle buttons not having a delay between activations, the buttons with both Toggle and Touch activates flags can fire the target a lot of times at the short period of time (one time per each registered player touch).
- Buttons with Toggle and Touch activates spawnflags fire the target two times on return (before moving and after it's done, or two times in one frame if the button has Don't move spawnflag).
Team Fortress Classic only
Attributes
- Goal Activation bitfields (g_a)
- 0 = None
- 4 = If AP fails criteria
- 8 = Hit by engin. spanner
- Goal Effects bitfields (g_e)
- 0 = Nobody
- 1 = Activating player (AP)
- 2 = APs team
- 4 = Not on APs team
- 8 = Not the AP
- 16 = Walls obstruct radius
- 32 = Same environment only
- 64 = Check APA individually
- Goal result bitfields (goal_result)
- 0 = None
- 2 = Sub-goals apply AP mods
- 4 = Scores, intermission, end
- 8 = Sub-Goals don't apply results
- 32 = Force respawn, no die
- Targetname of teamcheck goal (teamcheck) - Using this in conjunction with an info_tf_teamcheck allows you to switch the entity's team allegiance when the info_tf_teamcheck changes its team setting. The team_no property must be set to Any (0) if you use this value.
- Has item # (items_allowed) - The player must be carrying this item to use this entity. Set 0 to ignore this criterion.
- Has item from group # (h_i_g) - The player must be carrying any item from this group to use this entity. Set 0 to ignore this criterion.
- Hasn't item from group # (hasnt_item_from_group) - To use this entity, the player must not be carrying any item from this group. Set 0 to ignore this criterion.
- If item # has moved (if_item_has_moved) - A player can only use the entity if this item is not in its original spawn location. Set 0 to ignore this criterion.
- If item # hasn't moved (if_item_hasnt_moved) - A player can only use the entity if this item is in its original spawn location. Set 0 to ignore this criterion.
- If goal # active (if_goal_is_active) - Players can only use the entity if this goal is in the active state. Set 0 to ignore this criterion.
- If goal # inactive (if_goal_is_inactive) - Players can only use the entity if this goal is in the inactive state. Set 0 to ignore this criterion.
- If goal # removed (if_goal_is_removed) - Players can only use the entity if this goal is in the removed state. Set 0 to ignore this criterion.
- If group # active (if_group_is_active) - A player can only use the entity if all the goals in this group are in the active state. Set 0 to ignore this criterion.
- If group # inactive (if_group_is_inactive) - A player can only use the entity if all the goals in this group are in the inactive state. Set 0 to ignore this criterion.
- If group # removed (if_group_is_removed) - A player can only use the entity if all the goals in this group are in the removed state. Set 0 to ignore this criterion.
- Affect all on Team (maxammo_shells) - This allows an entity's effects (giving ammo, taking health, etc.) to be performed on an entire team rather than just the Activating Player. Options are:
- 0 = Disabled
- 1 = Blue
- 2 = Red
- 3 = Yellow
- 4 = Green
- Affect all not on Team (maxammo_nails) - This allows an entity's effects (giving ammo, taking health, etc.) to be performed on all players in teams other than the one selected, ignoring the Activating Player. Options are:
- 0 = Disabled
- 1 = Blue
- 2 = Red
- 3 = Yellow
- 4 = Green
- If all goals in group # active... (all_active) - When activated, the entity will check to see if all goals in a given group are active. If so, it will activate another goal, which is specified by last_impulse.
- Remove goal # (rv_g) - When the entity is activated, it will remove the goal specified here.
- Restore goal # (rs_g) - When the entity is activated, it will restore the goal specified here.
- Inactivate goals in group # (inactivate_group_no) - When the entity is activated, it will deactivate all the goals in the group specified here.
- Remove goals in group # (rv_gr) - When the entity is activated, it will remove all the goals in the group specified here.
- Restore goals in group # (rs_gr) - When the entity is activated, it will restore all the goals in the group specified here.
- Remove Spawn point # (remove_spawnpoint) - On activation, the entity will remove the info_player_teamspawn entity with the Goal # entered here. While the spawnpoint is removed, no one can spawn there.
- Restore Spawn point # (restore_spawnpoint) - On activation, the entity will restore a removed info_player_teamspawn entity with the Goal # entered here. After being restored, players can once again spawn at the spawnpoint.
- Remove spawn group # (rv_s_h) - On activation, the entity will remove the group of info_player_teamspawn entities with the Goal Group # entered here. While the spawnpoints are removed, players cannot spawn at them.
- Restore spawn group # (rs_s_h) - On activation, the entity will restore the group of removed info_player_teamspawn entities with the Goal Group # entered here. After being restored, players can once again spawn at the spawnpoints.
- Item to give (items) - The Item # of an item_tfgoal entity. When the entity is activated, the Activating Player will be given this item. If the item is already being carried by a player, it will be taken from the carrier and given to the Activating Player. Note: There are exceptions (check SmartEdit names).
- Remove item from APA (axhitme) - The Item # of an item_tfgoal entity. When the entity is activated, if the Activating Player is carrying the specified item, it will be removed from him. What happens to it then is determined by the Goal Activation property of the item.
- Team allowed to activate entity (team_no)
- Player class allowed to activate entity (playerclass)
- Effect radius, 0=infinite (t_length)
- If criteria fails activate Goal# (else_goal)
- ...activate goal# (last_impulse)
- Activate goal# (activate_goal_no)
- Inactivate goal# (inactivate_goal_no)
- Activate goals in group# (activate_group_no)
- Return item # (return_item_no)
- Remove items in group # (r_i_g)
- Add/Subtract frags (frags)
- Add/Subtract lives (lives)
- Armor Value % (armorvalue)
- Armor Class (armorclass)
- Add/Subtract shells (a_s)
- Add/Subtract nails (a_n)
- Add/Subtract rockets (a_r)
- Add/Subtract cells (a_c)
- Add/Subtract detpack (ammo_detpack)
- Add/subtract grenades #1 (no_grenades_1)
- Add/subtract grenades #2 (no_grenades_2)
- Invincibility duration (invincible_finished)
- Invisibility duration (invisible_finished)
- Quad duration (super_damage_finished)
- Rad Suit duration (radsuit_finished)
- Score to AP team (count)
- Teamcheck team point gain (increase_team)
- Blue point gain (increase_team1)
- Red point gain (increase_team2)
- Yellow point gain (increase_team3)
- Green point gain (increase_team4)
- Owned by-for msg & item glow (owned_by)
- Owned by teamcheck (owned_by_teamcheck)
- Death type (deathtype)
- Message to all (b_b)
- Message to AP (message)
- Message to AP team (b_t)
- Message to non-AP team (b_n)
- Message to owner team (b_o)
- Message to non-owner team(s) (non_owners_team_broadcast)
- Console msg. to all, %s = AP name (n_b)
- Console msg to AP team (n_t)
- Console msg. to non-AP team (n_n)
- Console msg. to owner team (n_o)
- Speak (global) (speak)
- Speak (AP) (AP_speak)
- Speak (AP team) (team_speak)
- Speak (non-AP team) (non_team_speak)
- Speak (owner team) (owners_team_speak)
- Speak (non-owner teams) (non_owners_team_speak)
- Angular Velocity (PYR) (avelocity)