func_conveyor (Half-Life) Last edited 6 years ago2018-09-05 03:28:43 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 Some information may be out of date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

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

Attributes

Render FX (renderfx) - Gives objects special render effects. Think of it as modifying whatever the Render Mode puts out. The options are as follows: Render Mode (rendermode) - Controls the type of rendering that is used for an object. Options are: Name (targetname) - Property used to identify entities.
FX Amount (renderamt)
FX Color (rendercolor)
Pitch Roll Yaw (angles) - Set the direction of push here.
ZHLT Lightflags (zhlt_lightflags)
Light Origin Target (light_origin)
Conveyor Speed (speed) - You guessed it, the speed the belt runs at.
Minimum light level (_minlight)

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)

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