func_plat Last edited 4 years ago2019-05-05 10:08:33 UTC

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Brush Entity

This entity lets you create a platform that will move to its raised position when the player walks onto it.

Attributes

Flags

Notes

Team Fortress Classic only

Attributes

  • Render Mode (rendermode) - Controls the type of rendering that is used for an object. Options are:
[list]
[li]0 = Normal
  • 1 = Color
  • 2 = Texture
  • 3 = Glow
  • 4 = Solid
  • 5 = Additive[/li]
[li]Render FX (renderfx) - Gives objects special render effects. Think of it as modifying whatever the Render Mode puts out. The options are as follows:
  • 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]Move Sound (movesnd) - These apply either to door or elevator type entities. For doors, the options are as follows:
  • 0 = No Sound
  • 1 = Servo (Sliding)
  • 2 = Pneumatic (Sliding)
  • 3 = Pneumatic (Rolling)
  • 4 = Vacuum
  • 5 = Power Hydraulic
  • 6 = Large Rollers
  • 7 = Track Door
  • 8 = Snappy Metal Door
And for elevators:
  • 0 = No Sound
  • 1 = big elev 1
  • 2 = big elev 2
  • 3 = tech elev 1
  • 4 = tech elev 2
  • 5 = tech elev 3
  • 6 = freight elev 1
  • 7 = freight elev 2
  • 8 = heavy elev
  • 9 = rack elev
  • 10 = rail elev
  • 11 = squeek elev
  • 12 = odd elev 1
  • 13 = odd elev 2[/li]
[li]Stop Sound (stopsnd) - This property is found in both door and elevator type entities. For doors, the options are:
  • 0 = No Sound
  • 1 = Clang with brake
  • 2 = Clang reverb
  • 3 = Ratchet Stop
  • 4 = Chunk
  • 5 = Light airbrake
  • 6 = Metal Slide Stop
  • 7 = Metal Lock Stop
  • 8 = Snappy Metal Stop
And these are elevator options:
  • 0 = no sound
  • 1 = big elev stop 1
  • 2 = big elev stop 2
  • 3 = freight elev stop
  • 4 = heavy elev stop
  • 5 = rack stop
  • 6 = rail stop
  • 7 = squeek stop
  • 8 = quick stop[/li]
[li]Targetname of teamcheck goal (teamcheck) - Using this in conjunction with an info_tf_teamcheck allows you to switch the entity's team allegiance when the info_tf_teamcheck changes its team setting. The team_no property must be set to Any (0) if you use this value.[/li]
[li]Has item # (items_allowed) - The player must be carrying this item to use this entity. Set 0 to ignore this criterion.[/li]
[li]Has item from group # (h_i_g) - The player must be carrying any item from this group to use this entity. Set 0 to ignore this criterion.[/li]
[li]Hasn't item from group # (hasnt_item_from_group) - To use this entity, the player must not be carrying any item from this group. Set 0 to ignore this criterion.[/li]
[li]If item # has moved (if_item_has_moved) - A player can only use the entity if this item is not in its original spawn location. Set 0 to ignore this criterion.[/li]
[li]If item # hasn't moved (if_item_hasnt_moved) - A player can only use the entity if this item is in its original spawn location. Set 0 to ignore this criterion.[/li]
[li]If goal # active (if_goal_is_active) - Players can only use the entity if this goal is in the active state. Set 0 to ignore this criterion.[/li]
[li]If goal # inactive (if_goal_is_inactive) - Players can only use the entity if this goal is in the inactive state. Set 0 to ignore this criterion.[/li]
[li]If goal # removed (if_goal_is_removed) - Players can only use the entity if this goal is in the removed state. Set 0 to ignore this criterion.[/li]
[li]If group # active (if_group_is_active) - A player can only use the entity if all the goals in this group are in the active state. Set 0 to ignore this criterion.[/li]
[li]If group # inactive (if_group_is_inactive) - A player can only use the entity if all the goals in this group are in the inactive state. Set 0 to ignore this criterion.[/li]
[li]If group # removed (if_group_is_removed) - A player can only use the entity if all the goals in this group are in the removed state. Set 0 to ignore this criterion.[/li]
[li]Name (targetname) (targetname)[/li]
[li]FX Amount (1 - 255) (renderamt)[/li]
[li]FX Color (R G B) (rendercolor)[/li]
[li]ZHLT Light flags (zhlt_lightflags)[/li]
[li]Minimum light level (_minlight)[/li]
[li]Sound Volume 0.0 - 1.0 (volume)[/li]
[li]Team allowed to activate entity (team_no)[/li]
[li]Player class allowed to activate entity (playerclass)[/li]
[li]Angular Velocity (PYR) (avelocity)[/li]
[li]Travel altitude (can be negative) (height)[/li]
[li]Speed (speed)[/li]
[/list]

2 Comments

Commented 14 years ago2010-01-07 20:27:21 UTC Comment #101133
How is the Travel Altitude meassured? In what units?
Commented 10 years ago2013-06-12 02:49:00 UTC Comment #101134
Probably in VHE units.

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