This entity lets you create a platform that will move to its raised position when you walk onto it. It differs from
func_plat
in that it will also rotate as it moves.
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:
- 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
- Move Sound (movesnd) - The sound that is played when the platform moves. Options are:
- 0 = No Sound (
common/null.wav
)
- 1 = big elev 1 (
plats/bigmove1.wav
)
- 2 = big elev 2 (
plats/bigmove2.wav
)
- 3 = tech elev 1 (
plats/elevmove1.wav
)
- 4 = tech elev 2 (
plats/elevmove2.wav
)
- 5 = tech elev 3 (
plats/elevmove3.wav
)
- 6 = freight elev 1 (
plats/freightmove1.wav
)
- 7 = freight elev 2 (
plats/freightmove2.wav
)
- 8 = heavy elev (
plats/heavymove1.wav
)
- 9 = rack elev (
plats/rackmove1.wav
)
- 10 = rail elev (
plats/railmove1.wav
)
- 11 = squeek elev (
plats/squeekmove1.wav
)
- 12 = odd elev 1 (
plats/talkmove1.wav
)
- 13 = odd elev 2 (
plats/talkmove2.wav
)
- Stop Sound (stopsnd) - The sound that is played after the platform stops moving. Options are:
- 0 = no sound (
common/null.wav
)
- 1 = big elev stop 1 (
plats/bigstop1.wav
)
- 2 = big elev stop 2 (
plats/bigstop2.wav
)
- 3 = freight elev stop (
plats/freightstop1.wav
)
- 4 = heavy elev stop (
plats/heavystop2.wav
)
- 5 = rack stop (
plats/rackstop1.wav
)
- 6 = rail stop (
plats/railstop1.wav
)
- 7 = squeek stop (
plats/squeekstop1.wav
)
- 8 = quick stop (
plats/talkstop1.wav
)
- Pitch Yaw Roll (angles) - Sets the pitch (up / down), yaw (left / right) and roll (bank) respectively. The compass in WorldCraft / Hammer corresponds to Yaw. The settings are not always (or not all) used.
- Global Entity name (globalname)
- FX Amount) (renderamt)
- FX Color (rendercolor)
- Sound Volume (volume) - Volume in the range 0.0 - 1.0
- ZHLT Lightflags (zhlt_lightflags)
- Light Origin Target (light_origin)
- Speed of rotation (speed)
- Travel Attitude (height) - The distance the object will move.
- Spin Amount (rotation) - This is the distance, in degrees, the platform will rotate between its lowered and raised positions.
- Minimum light level (_minlight)
Flags
- Toggle (1) - If enabled, the platform can be triggered to toggle it between its raised and lowered positions.
- X axis (64) - If enabled, the rotation will be in the X axis.
- Y axis (128) - If enabled, the rotation will be in the Y axis.
Notes
- As with all rotating entities, this needs an origin brush.
- Rotation defaults to the Z axis if neither of the axis flags is enabled.
- As with
func_plat
, setting the Toggle (1) flag starts the entity on its open position, with rotation already applied. When toggled, it moves down from the spawn position, and unwinds its rotation. In this case Travel Attitude (height) can be negative to get it to move up when toggled.
- Unlike
func_train
or func_door_rotating
, Pitch Yaw Roll (angles) does nothing to func_platrots
rotating along the X and Y axes so they are truly stuck to their axial orientation.
Team Fortress Classic only
Attributes
- Pitch Yaw Roll (angles) - Sets the pitch (up / down), yaw (left / right) and roll (bank) respectively. The compass in WorldCraft / Hammer corresponds to Yaw. The settings are not always (or not all) used.
- 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
- 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)
- Move Sound (movesnd) - These apply either to door or elevator type entities. For doors, the options are as follows:
- 0 = No Sound
- 1 = Servo (Sliding)
- 2 = Pneumatic (Sliding)
- 3 = Pneumatic (Rolling)
- 4 = Vacuum
- 5 = Power Hydraulic
- 6 = Large Rollers
- 7 = Track Door
- 8 = Snappy Metal Door
- Move Sound (movesnd) - For elevators:
- 0 = No Sound
- 1 = big elev 1
- 2 = big elev 2
- 3 = tech elev 1
- 4 = tech elev 2
- 5 = tech elev 3
- 6 = freight elev 1
- 7 = freight elev 2
- 8 = heavy elev
- 9 = rack elev
- 10 = rail elev
- 11 = squeek elev
- 12 = odd elev 1
- 13 = odd elev 2
- Stop Sound (stopsnd) - This property is found in both door and elevator type entities. For doors, the options are:
- 0 = No Sound
- 1 = Clang with brake
- 2 = Clang reverb
- 3 = Ratchet Stop
- 4 = Chunk
- 5 = Light airbrake
- 6 = Metal Slide Stop
- 7 = Metal Lock Stop
- 8 = Snappy Metal Stop
- Stop Sound (stopsnd) - For elevators:
- 0 = no sound
- 1 = big elev stop 1
- 2 = big elev stop 2
- 3 = freight elev stop
- 4 = heavy elev stop
- 5 = rack stop
- 6 = rail stop
- 7 = squeek stop
- 8 = quick stop
- 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.
- Name (targetname) (targetname)
- FX Amount (1 - 255) (renderamt)
- FX Color (R G B) (rendercolor)
- ZHLT Light flags (zhlt_lightflags)
- Minimum light level (_minlight)
- Sound Volume 0.0 - 1.0 (volume)
- Team allowed to activate entity (team_no)
- Player class allowed to activate entity (playerclass)
- Speed of rotation (speed)
- Travel altitude (can be negative) (height)
- Spin amount (rotation)