func_plat Last edited 9 months ago2024-02-27 22:51:53 UTC

func_plat - 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:
    • 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)
  • Angular Velocity (PYR) (avelocity)
  • Travel altitude (can be negative) (height)
  • Speed (speed)

2 Comments

Commented 14 years ago2010-01-07 20:27:21 UTC Comment #101133
How is the Travel Altitude meassured? In what units?
Commented 11 years ago2013-06-12 02:49:00 UTC Comment #101134
Probably in VHE units.

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