func_platrot Last edited 3 years ago2020-05-24 19:18:38 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 Some information may be out of date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 lets you create a platform that will move to its raised position when you walk onto it. It differs from func_plat in that it will also rotate as it moves.

Attributes

Flags

Notes

Team Fortress Classic only

Attributes

  • 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.
  • 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
  • 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)
  • 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
  • Move Sound (movesnd) - 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
  • 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
  • Stop Sound (stopsnd) - For elevators:
    • 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
  • 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.
  • Has item # (items_allowed) - The player must be carrying this item to use this entity. Set 0 to ignore this criterion.
  • 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.
  • 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.
  • 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.
  • 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.
  • 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.
  • 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.
  • 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.
  • 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.
  • 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.
  • 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.
  • Name (targetname) (targetname)
  • FX Amount (1 - 255) (renderamt)
  • FX Color (R G B) (rendercolor)
  • ZHLT Light flags (zhlt_lightflags)
  • Minimum light level (_minlight)
  • Sound Volume 0.0 - 1.0 (volume)
  • Team allowed to activate entity (team_no)
  • Player class allowed to activate entity (playerclass)
  • Speed of rotation (speed)
  • Travel altitude (can be negative) (height)
  • Spin amount (rotation)

Comments

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