momentary_rot_button (Half-Life) Last edited 16 years ago2008-04-26 14:57:16 UTC

You are viewing an older revision of this wiki page. The current revision may be more detailed and up-to-date. Click here to see the current revision of this page.

This article was converted from a previous version of TWHL and may need to be reviewed

  1. The formatting may be incorrect due to differences in the WikiCode processing engine, it needs to be revised and reformatted
  2. Some information may be out of date
  3. After the article is re-formatted and updated, remove this notice and the Review Required category.
  4. Some older articles are no longer useful, or they duplicate information from other pages. In this case, delete the page after merging any relevant information into other pages. Contact an admin to delete a page.
Brush Entity

The momentary_rot_button was designed to control the momentary_door, or, thanks to the Door Hack, another momentary_rot_button. The door (or door-hack button) moves relative to the posistion of the momentary_rot_button controlling it. i.e., if the player lets go of the button, the door begins to close.

Attributes

[list]
[li]0 = Normal [li]Render Mode (rendermode) - Controls the type of rendering that is used for an object. Options are: [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]Targeted Object (target) - Normally, the momentary_door you want to control.[/li]
[li]FX Amount (renderamt)[/li]
[li]FX Color (rendercolor)[/li]
[li]ZHLT Lightflags (zhlt_lightflags)[/li]
[li]Light Origin Target (light_origin)[/li]
[li]Speed (speed) - Speed the button will turn.[/li]
[li]Sounds (sounds) - sounds values<BR>
<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>
21 = Squeaky<BR>
22 = Squeaky Pneumatic<BR>
23 = Ratchet Groan<BR>
24 = Clean Ratchet<BR>
25 = Gas Clunk</TL>[/li]
[li]Distance(deg) (distance) - Distance in degrees the button will rotate.[/li]
[li]Auto-return speed (returnspeed) - Speed at which the button will return to its starting position after being used.[/li]
[li]Minimum Light (_minlight)[/li]
[/list]

Flags

Inputs

Outputs

*

1 Comment

Commented 8 months ago2024-03-28 09:56:50 UTC Comment #106092
Findings:
  • Door hack flag makes the entity un-use-able but solid (default is useable but not solid)
  • Not useable flag has no effect [not implemented?]
  • [bug] the entity only works well with positive distance (clockwise opening). Negative distance makes the internal value "start open". The linked momentary_door will always be opening when the momentary_rot_button moves clockwise and vice versa.
    • solution: have all linked momentary_rot_buttons have positive distance, and rotate the entity's yaw 180 degrees to make it spin counterclockwise (and now lighting needs to be taken to consideration)
  • [bug] [Related with negative distance also,] if there are 2 or more linked momentary_rot_buttons and the other has different signed distance then the other button will keep spinning past the end (and the internal ratio value would go past the 0 ≥ x ≥ 1 range)
    • solution: same as above
  • If 2 or more linked momentary_rot_buttons have different distance/speed the one being USEd will dictate the speed and distance of the others. Then when it reaches the full distance all the others will snap to their fully opened/closed positions.
  • As per RUST: Creating Proximity Doors triggering the momentary_rot_button every 0.1s does move it at the prescribed speed, but if "auto return" is not set it'd just continually ping-pong between opening and closing.

[2024-06-05]
This is common knowledge amongst pro mappers but the momentary_* setup is used on Uplink and Blue Shift for the dialing-in sequences through an off-the-playable-area setup where the momentary_doors push a func_pushable through several trigger_multiples that have "pushables" flag set. One of them is the "correct, dialed in" position, the others unset it.

One very basic application for this that I can think of is replicating HL2 Route Kanal sliding gate setup locking at its open position by having a trigger_once at the very end of the momentary_door, and when the func_pushable touches it, kills the momentary_* entities and replaces them with func_wall_toggles of the setup frozen at their final positions.

You must log in to post a comment. You can login or register a new account.