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Brush EntityThis entity creates a 'moving' conveyor belt. It can push things and simulate streams of water.
Attributes
- 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]Name (targetname) - Property used to identify entities.[/li]
[li]FX Amount (renderamt)[/li]
[li]FX Color (rendercolor)[/li]
[li]Pitch Roll Yaw (angles) - Set the direction of push here.[/li]
[li]ZHLT Lightflags (zhlt_lightflags)[/li]
[li]Light Origin Target (light_origin)[/li]
[li]Conveyor Speed (speed) - You guessed it, the speed the belt runs at.[/li]
[li]Minimum light level (_minlight)[/li]
[/list]
Flags
- No push (1) - Enable this to prevent the entity from pushing things.
- Not solid (2)
Notes
- For this entity to actually look like it's moving, you need to use a texture with 'scroll' in its name (like 'scrollwater1'). Set the texture's angle to the direction of the conveyor's movement (the texture will only scroll in its direction, not the conveyor's (so you can't make it move sideways)).
- With Not Solid enabled, there will be no push.
- You can create your own push with a trigger_push entity, which gives you greater control.
- When trying to push scientists (maybe some other monsters and entities too), they will "fly around like Mario Kart".
To fix this, cover the whole func_conveyor with a trigger_push and set the speed of the trigger_push to 1.
Then a func_button which target is the name of the conveyor switches the steering for both the conveyor and its texture.
Anyhow the YouTube Hammer Quickies 6 is great, for a mortal that is.
- With func_convenyor can simulate (not accurate) a "high gravity" (>800), it only works when you jump on top of brush
ifyaw = down
then:-265<
convenyor speed
<-180if
yaw = up
then:180<
convenyor speed
< 265-265/265 is almost normal "gravity"
if approaches to -180/180 it's like "disable"
+jump
.With some triggers and multimanager can toggle on/off
+jump
of players, useful for gamesmode like deathrun or kz maps.I have tested it on cs 1.6, i guess on hl it will work too
- Also can be used as:
push for bhops, like axn mode.map example:
scroll*
textures for the entities are encoded in a hacky way by hijacking FX Color (rendercolor) and you can control the speed ofscroll*
textures in any brush entity, and even change them with env_render (I tested, it works! 😁)An algorithm you can use is:
0
if positive,1
if negativeabs(speed) // 16
(floor division)floor( abs(speed) * 16 ) % 256
(modulo or remainder)