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func_physical_button

Mesh Entity

A brush entity that's designed to be used for a rotating player-useable button. When used by the player, it rotates to a pressed position.

Keyvalues

  • Use sound (use_sound) <Sound>
    Sound event played when the button is successfully used.

  • Locked Sound (locked_sound) <Sound>
    Sound played when the player tries to use the button, and fails because it's locked.

  • Unlocked Sound (unlocked_sound) <Sound>
    Sound played when the button is unlocked.

  • Display Text (displaytext) <String>
    Place localization text here and it will be displayed in tooltips, etc.

  • Damage Filter (damagefilter) <TargetDestination>
    Name of the filter entity that controls which entities can damage us.

  • Render Mode (rendermode) <Choices>
    Used to set a non-standard rendering mode on this entity. See also 'FX Amount' and 'FX Color'.

    • Normal
    • Color
    • Texture
    • Glow
    • Solid
    • Additive
    • Additive Fractional Frame
    • World Space Glow
    • Dont Render
    • Dev Visualizer
  • Render FX (renderfx) <Choices>

    • Normal
    • Slow Pulse
    • Fast Pulse
    • Slow Wide Pulse
    • Fast Wide Pulse
    • Slow Strobe
    • Fast Strobe
    • Faster Strobe
    • Slow Flicker
    • Fast Flicker
    • Slow Fade Away
    • Fast Fade Away
    • Slow Become Solid
    • Fast Become Solid
    • Constant Glow
    • Distort
    • Hologram (Distort + fade)
    • Cull By Distance (TEST)
    • Spotlight FX
    • Fade Near
  • FX Amount (0 - 255) (renderamt) <Integer>
    The FX amount is used by the selected Render Mode.

  • FX Color (R G B) (rendercolor) <Color255>
    The FX color is used by the selected Render Mode.

  • Disable Receiving Shadows (disablereceiveshadows) <Boolean>

  • Start Fade Dist (fademindist) <Float>
    Distance at which the overlay starts to fade (-1 = subtract from fademaxdist).

  • End Fade Dist (fademaxdist) <Float>
    Maximum distance at which the overlay is visible (0 = don't fade out).

  • Culling Behaviour (object_culling) <Choices>
    Modifies culling behaviour when the object is small / distant

    • Default
    • Smaller than default
    • Much smaller than default
    • When extremely small
  • Render to Cubemaps (rendertocubemaps) <Boolean>
    If true, this geometry renders into baked cube maps

  • Lightmap Static (lightmapstatic) <Choices>
    Determines if this geometry be considered static & cast shadows/bounce light when baking lightmaps?

    • No
    • Yes
    • Bounce Only
  • Parent (parentname) <TargetDestination>
    The name of this entity's parent in the movement hierarchy. Entities with parents move with their parent.

  • Parent Bone/Attachment Name (parentAttachmentName) <ParentAttachment>
    The name of the bone or attachment to attach to on the entity's parent in the movement hierarchy. Use !bonemerge to use bone-merge style attachment. NOTE: If this is specified the Hammer transform will be disregarded, even if 'Use Local Transform' is NOT specified (in that case local transform will be identity)

  • Use Local Transform (useLocalOffset) <Boolean>
    Whether to respect the specified local offset when doing the initial hierarchical attachment to its parent.

  • Local Origin (local.origin) <Vector>
    Offset in the local space of the parent model's attachment/bone to use in hierarchy. Not used if you are not using parent attachment.

  • Local Angles (local.angles) <Angle>
    Angular offset in the local space of the parent model's attachment/bone to use in hierarchy. Not used if you are not using parent attachment.

  • Local Scale (local.scales) <Vector>
    Scale in the local space of the parent model's attachment/bone to use in hierarchy. Not used if you are not using parent attachment.

  • Entity Scripts (vscripts) <ScriptList>
    Name(s) of script files that are executed after all entities have spawned.

  • Name (targetname) <TargetSource>
    The name that other entities refer to this entity by.

  • Move Direction (Pitch Yaw Roll) (movedir) <Angle>
    Specifies the direction of motion to move when the button is used.

  • Speed (speed) <Integer>
    The speed that the button moves, in inches per second.

  • Glow Entity (glow) <TargetDestination>
    The name of an entity that will get the +use glow for this button.

  • Delay Before Reset (-1 stay) (wait) <Float>
    Amount of time, in seconds, after the button has been pressed before it returns to the starting position. Once it has returned, it can be used again. If the value is set to -1, the button never returns.

  • Minimum Light Level (_minlight) <String>
    The minimum level of ambient light that hits this brush.

  • Spawnflags (spawnflags) <Flags>

    • Toggle
    • Damage Activates
    • Starts locked
    • Sparks

Inputs

  • Lock <Void>
    Lock the button, preventing it from functioning.

  • Unlock <Void>
    Unlock the button, allowing it to function.

  • Disable <Void>
    Disable the button, preventing entities from finding the button (removes all capabilities of the button)

  • Enable <Void>
    Enable the button, allowing entities to find the button again

  • Press <Void>
    Activate the button as if it was pressed.

  • PressIn <Void>
    Activate the button as if it was pressed, sending it to the bottom position.

  • PressOut <Void>
    Unpress the button, sending it to the top position.

  • SetDamageFilter <String>
    Sets the entity to use as damage filter. Pass in an empty string to clear the damage filter.

  • Alpha <Integer>
    Set the sprite's alpha (0 - 255).

  • Color <Color255>
    Set the sprite's color (R G B).

  • SetParent <TargetDestination>
    Changes the entity's parent in the movement hierarchy.

  • SetParentAttachment <String>
    Change this entity to attach to a specific attachment point on its parent. Entities must be parented before being sent this input. The parameter passed in should be the name of the attachment.

  • SetParentAttachmentMaintainOffset <String>
    Change this entity to attach to a specific attachment point on it's parent. Entities must be parented before being sent this input. The parameter passed in should be the name of the attachment. The entity will maintain it's position relative to the parent at the time it is attached.

  • ClearParent <Void>
    Removes this entity from the the movement hierarchy, leaving it free to move independently.

  • FollowEntity <String>
    Bone merges this entity to a parent entity. Call again passing nothing to end the bone merge.

  • RunScriptFile <String>
    Load and execute a script file

  • RunScriptCode <String>
    Execute a fragment of script code

  • CallScriptFunction <String>
    Call a script function

  • CallPrivateScriptFunction <String>
    Calls a script function from this entity's private script scope.

  • CallGlobalScriptFunction <String>
    Calls a script function in the global script scope.

  • Kill <Void>
    Removes this entity from the world.

  • KillHierarchy <Void>
    Removes this entity and all its children from the world.

  • KillConstrained <Void>
    Removes this entity, all its children, and anything constrained to it, from the world.

  • AddOutput <String>
    Adds an entity I/O connection to this entity. Parameter format: outputname>targetname>inputname>parameter>delay>max times to fire (-1 == infinite). Very dangerous, use with care.

  • FireUser1 <Void>
    Causes this entity's OnUser1 output to be fired.

  • FireUser2 <Void>
    Causes this entity's OnUser2 output to be fired.

  • FireUser3 <Void>
    Causes this entity's OnUser3 output to be fired.

  • FireUser4 <Void>
    Causes this entity's OnUser4 output to be fired.

Outputs

  • OnDamaged <Void>
    Fired when the button is damaged.

  • OnPressed <Void>
    Fired when the button is pressed.

  • OnUseLocked <Void>
    Fired when the button is used while locked.

  • OnIn <Void>
    Fired when the button reaches the in/pressed position.

  • OnOut <Void>
    Fired when the button reaches the out/released position.

  • OnUser1 <Void>
    Fired in response to FireUser1 input.

  • OnUser2 <Void>
    Fired in response to FireUser2 input.

  • OnUser3 <Void>
    Fired in response to FireUser3 input.

  • OnUser4 <Void>
    Fired in response to FireUser4 input.

  • OnKilled <Void>
    Fired when the entity is killed and removed from the game. Parameter is the inflictor.