func_conveyor Last edited 4 years ago2020-05-24 19:34:19 UTC

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Brush Entity

This entity creates a 'moving' conveyor belt. It can push things and simulate streams of water.

Attributes

Flags

Notes

5 Comments

Commented 9 years ago2015-03-17 19:05:17 UTC Comment #101128
If I was HephaIstos I would write a tutorial on this topic like a wriiting translation of this one https://www.youtube.com/watch?v=68HAHbxSgCI but for hl 1 :(
Commented 7 years ago2017-10-04 09:23:05 UTC Comment #101129
Why is it when I set speed to "0", it still moves?
Commented 5 years ago2019-03-28 09:50:27 UTC Comment #101934
4 years later I still think it would be a good idea but I dare not bothering the smithing god with that. Indeed that would be too short a tutorial since this entity is basically straightorward : a brush with the scroll texture , tied to a func_conveyor . The yaw defines the steering. As for the angle of the texture, it is set with the Advanced texture tool.
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.
Commented 2 years ago2022-09-06 13:42:25 UTC Comment #104749
  • With func_convenyor can simulate (not accurate) a "high gravity" (>800), it only works when you jump on top of brush
if yaw = down then:
-265< convenyor speed <-180

if 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:
carpets are func_conveyor
other maps examples (can download them from 17buddies): NOSLOW_TILES_BETA, NOSLOW_REPTILE, NOSLOW_BKZ_GOLDBHOP
Commented 7 months ago2024-05-01 05:21:10 UTC Comment #106169
The scroll speed of scroll* textures for the entities are encoded in a hacky way by hijacking FX Color (rendercolor) and you can control the speed of scroll* textures in any brush entity, and even change them with env_render (I tested, it works! 😁)

An algorithm you can use is:
  • R - 0 if positive, 1 if negative
  • G - abs(speed) // 16 (floor division)
  • B - floor( abs(speed) * 16 ) % 256 (modulo or remainder)

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