momentary_rot_button (Half-Life) Last edited 16 years ago2008-06-11 08:13:47 UTC

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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

Notes

1 Comment

Commented 7 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.

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