func_button (Half-Life) Last edited 13 years ago2010-08-30 13:58:51 UTC

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Brush Entity

The func_button entity allows you to create various types of buttons that will trigger an event when activated.

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]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: [li]Unlocked Sound (unlocked_sound) - Sound to play when entity is 'unlocked'. Options are: [li]Locked Sentence (locked_sentence) - Sentence that is spoken when entity is 'locked'. Options are: [li]Unlocked Sentence (unlocked_sentence) - Sentence that is spoken when entity is 'unlocked'. Options are: [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

position.

Notes

1 Comment

Commented 1 year ago2022-12-27 00:00:26 UTC Comment #104951
Never mind

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