This entity allows you to create an object that moves like a pendulum.
- Name (targetname) - Property used to identify entities.
- Render FX (renderfx) - Gives objects special render effects. Think of it as modifying whatever the Render Mode puts out. The options are as follows:
[li]0 = Normal
- 1 = Slow Pulse
- 2 = Fast Pulse
- 3 = Slow Wide Pulse
- 4 = Fast Wide Pulse
- 5 = Slow Fade Away
- 6 = Fast Fade Away
- 7 = Slow Become Solid
- 8 = Fast Become Solid
- 9 = Slow Strobe
- 10 = Fast Strobe
- 11 = Faster Strobe
- 12 = Slow Flicker
- 13 = Fast Flicker
- 14 = Constant Glow
- 15 = Distort
- 16 = Hologram (Distort and Fade)[/li]
[li]Render Mode (rendermode) - Controls the type of rendering that is used for an object. Options are:
- 0 = Normal
- 1 = Color
- 2 = Texture
- 3 = Glow
- 4 = Solid
- 5 = Additive[/li]
[li]Pitch Yaw Roll (angles) - Sets the pitch (up / down), yaw (left / right) and roll (bank) respectively. The compass in WorldCraft / Hammer corresponds to Yaw. The settings are not always (or not all) used.[/li]
[li]Global Entity Name (globalname)[/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 of movement of the pendulum.[/li]
[li]Distance (distance) - Distance in degrees the pendulum will swing. Negative values reverse the direction.[/li]
[li]Damping (damp) - If you specify a value here the pendulum will slowly narrow its movement until it stops moving. It will end in the middle of it's swing, so if you specified 90 degrees as its distance, it will stop at the 45 degree position. Range: 0 - 1000.[/li]
[li]Damage inflicted when blocked (dmg) - When movement is blocked by the player, he will receive this amount of damage.[/li]
[li]Minimum light level (_minlight)[/li]
- Start on (1)
- Passable (8) - Makes the pendulum non-soild.
- Auto-return (16) - If this is enabled it will cause the pendulum to return to its start position when triggered.
- X-axis (64) - If enabled, the swing will be in the X axis.
- Y-axis (128) - If enabled, the swing will be in the Y axis.
- Not in Deathmatch (2048)
- Swing defaults to the Z axis if neither of the axis flags is enabled.
- Use this entity to make broken lights and grandfather clocks.