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Brush EntityThe func_button entity allows you to create various types of buttons that will trigger an event when activated.
Attributes
- Name (targetname) - Property used to identify entities.
- Render FX (renderfx) - Gives objects special render effects. Think of it as modifying whatever the Render Mode puts out. The options are as follows:
[list]
[li]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)[/li]
[li]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[/li]
[li]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.[/li]
[li]Delay before trigger (delay) - Usually the time in seconds before an entity should trigger its target (after being triggered itself). Under other SmartEdit names, delay might also be the time to wait before performing some other action.[/li]
[li]Locked Sound (locked_sound) - Sounds to play when the entity is 'locked'. Options are:
- 0 = None
- 2 = Access Denied
- 8 = Small zap
- 10 = Buzz
- 11 = Buzz Off
- 12 = Latch Locked[/li]
[li]Unlocked Sound (unlocked_sound) - Sound to play when entity is 'unlocked'. Options are:
- 0 = None
- 1 = Big zap & Warmup
- 3 = Access Granted
- 4 = Quick Combolock
- 5 = Power Deadbolt 1
- 6 = Power Deadbolt 2
- 7 = Plunger
- 8 = Small zap
- 9 = Keycard Sound
- 10 = Buzz
- 13 = Latch Unlocked
- 14 = Light Switch[/li]
[li]Locked Sentence (locked_sentence) - Sentence that is spoken when entity is 'locked'. Options are:
- 1 = Gen. Access Denied
- 2 = Security Lockout
- 3 = Blast Door
- 4 = Fire Door
- 5 = Chemical Door
- 6 = Radiation Door
- 7 = Gen. Containment
- 8 = Maintenance Door
- 9 = Broken Shut Door[/li]
[li]Unlocked Sentence (unlocked_sentence) - Sentence that is spoken when entity is 'unlocked'. Options are:
- 1 = Gen. Access Granted
- 2 = Security Disengaged
- 3 = Blast Door
- 4 = Fire Door
- 5 = Chemical Door
- 6 = Radiation Door
- 7 = General Containment
- 8 = Maintenance area[/li]
[li]Global Entity Name (globalname)[/li]
[li]FX Amount (renderamt)[/li]
[li]FX Color (rendercolor)[/li]
[li]Pitch Roll Yaw (angles) - Set the angle for moving buttons here.[/li]
[li]ZHLT Lightflags (zhlt_lightflags)[/li]
[li]Light Origin Target (light_origin)[/li]
[li]Speed (speed) - The speed a moving button will move from its resting state to its activated state.[/li]
[li]Targetted object (target) -Event to activate.[/li]
[li]Target path (netname)[/li]
[li]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.[/li]
[li]Lip (lip) - Number of units left after move (the lip value is subtracted from the move distance).[/li]
[li]Sounds (sounds) - The sound made by the button on activation. The sound is played at the same time as the Unlocked Sound. Values are:
<TL>0 = None<BR>
1 = Big zap & Warmup<BR>
2 = Access Denied<BR>
3 = Access Granted<BR>
4 = Quick Combolock<BR>
5 = Power Deadbolt 1<BR>
6 = Power Deadbolt 2<TC>
7 = Plunger<BR>
8 = Small zap<BR>
9 = Keycard Sound<BR>
10 = Buzz<BR>
11 = Buzz Off<BR>
14 = Lightswitch</TL>[/li]
[li]Delay before reset (wait) -Time in seconds before the button pops
back out or becomes reuseable (-1 = Never).[/li]
[li]Minimum light level (_minlight)[/li]
[/list]
Flags
- Don't move (1) - If this is enabled, the button will not move.
- Toggle (32) - Sets button mode to toggle (button 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
- 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.
- This entity can be used to create several different types of buttons: switches, plungers, touchplates, pushbuttons etc.
- 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.