func_plat
Last edited 9 months ago2024-02-27 22:51:53 UTC
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This entity lets you create a platform that will move to its raised position when the player walks onto it.
Attributes
- 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:
- 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)
- 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
- Move Sound (movesnd) - The sound that is played when the platform moves. Options are:
- 0 = No Sound (
common/null.wav
)
- 1 = big elev 1 (
plats/bigmove1.wav
)
- 2 = big elev 2 (
plats/bigmove2.wav
)
- 3 = tech elev 1 (
plats/elevmove1.wav
)
- 4 = tech elev 2 (
plats/elevmove2.wav
)
- 5 = tech elev 3 (
plats/elevmove3.wav
)
- 6 = freight elev 1 (
plats/freightmove1.wav
)
- 7 = freight elev 2 (
plats/freightmove2.wav
)
- 8 = heavy elev (
plats/heavymove1.wav
)
- 9 = rack elev (
plats/rackmove1.wav
)
- 10 = rail elev (
plats/railmove1.wav
)
- 11 = squeek elev (
plats/squeekmove1.wav
)
- 12 = odd elev 1 (
plats/talkmove1.wav
)
- 13 = odd elev 2 (
plats/talkmove2.wav
)
- Stop Sound (stopsnd) - The sound that is played after the platform stops moving. Options are:
- 0 = no sound (
common/null.wav
)
- 1 = big elev stop 1 (
plats/bigstop1.wav
)
- 2 = big elev stop 2 (
plats/bigstop2.wav
)
- 3 = freight elev stop (
plats/freightstop1.wav
)
- 4 = heavy elev stop (
plats/heavystop2.wav
)
- 5 = rack stop (
plats/rackstop1.wav
)
- 6 = rail stop (
plats/railstop1.wav
)
- 7 = squeek stop (
plats/squeekstop1.wav
)
- 8 = quick stop (
plats/talkstop1.wav
)
- Global Entity name (globalname)
- FX Amount (renderamt)
- FX Color (rendercolor)
- Sound Volume (volume) - Volume in the range 0.0 < vol ≤ 1.0. Defaults to 0.85.
- ZHLT Lightflags (zhlt_lightflags)
- Light Origin Target (light_origin)
- Travel Altitude (height) - The distance the platform will move. See notes on valid ranges.
- Minimum Light level (_minlight)
Flags
- Toggle (1) - If enabled, the platform only moves when triggered by other entities, toggling it between its raised and lowered positions.
Notes
- Can be used to make simple elevators.
-
Travel Attitude (height) defaults to the height of the entity brushwork (aka bounding box) and will spawn the platform shifted 8u upward. You can construct the brushwork to be the same height as the intended travel height (+8u to make it flush) so that you can skip on [re]calculating the travel height manually. You can do this without solid brushwork by using the boundingbox textured brush (pictured right).
- Although Travel Attitude (height) may say 'can be negative' in SmartEdit mode, it can't. Doing so results in host_error backward mins/maxs error. See next point.
- Setting the Toggle (1) flag spawns the entity on its raised position. When toggled, it moves down from the spawn position. In this case Travel Attitude (height) can be negative to get it to move up when toggled.
- If Toggle (1) is not set, the game creates a trigger field on top of the platform at spawn. When players walk into this trigger, the platform moves. The dimensions of this field is based on the bounding box of the entity so non-rectangular platforms might behave oddly. The trigger field is offset 25u horizontally into the bounding box and 8u high.
- If Toggle (1) is not set, the platform moves down automatically after 3 seconds. There is no way to set this delay in vanilla Half-Life (
wait
keyvalue is ignored).
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)
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