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momentary_rot_button

Mesh Entity

A brush entity that's designed to be used for rotating wheels, where the player can rotate them to arbitrary positions before stopping.

Keyvalues

  • 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.

  • Speed (deg/sec) (speed) <Integer>
    The amount, in degrees, that the wheel turns per second.

  • Master (Obsolete) (master) <String>
    Legacy support: The name of a master entity. If the master hasn't been activated, this button cannot be used.

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

  • Sounds (sounds) <Choices>

    • None
    • Big zap & Warmup
    • Access Denied
    • Access Granted
    • Quick Combolock
    • Power Deadbolt 1
    • Power Deadbolt 2
    • Plunger
    • Small zap
    • Keycard Sound
    • Squeaky
    • Squeaky Pneumatic
    • Ratchet Groan
    • Clean Ratchet
    • Gas Clunk
  • Distance (distance) <Integer>
    The maximum amount, in degrees, that the wheel is allowed to rotate.

  • Auto-return speed (returnspeed) <Integer>
    If the 'Toggle' spawnflag is not set, the speed at which the wheel auto-returns when left alone, in degrees per second.

  • Spawnflags (spawnflags) <Flags>

    • Not Solid
    • Toggle (Disable Auto Return)
    • X Axis
    • Y Axis
    • Use Activates
    • Starts locked
    • Jiggle when used while locked
  • Minimum Light Level (_minlight) <String>
    The minimum level of ambient light that hits this brush.

  • Start Position (startposition) <Float>
    Postion when spawned. The value is a range between 0.0 and 1.0, where 0 is the unrotated position and 1 is the rotated position + 'Distance'.

  • Start Direction (startdirection) <Choices>

    • Forward
    • Backward
  • Solid BSP (solidbsp) <Boolean>

Inputs

  • 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.

  • 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

  • SetPosition <String>
    Move to a position. The parameter must be a value between 0 and 1, where 0 is the unrotated position and 1 is the rotated position + 'Distance'.

  • SetPositionImmediately <String>
    Immediately teleport to a position. The parameter must be a value between 0 and 1, where 0 is the unrotated position and 1 is the rotated position + 'Distance'.

Outputs

  • 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.

  • Position <Integer>
    Fired whenever the button moves. The output is the position of button from 0 to 1, where 0 is the unrotated position and 1 is the rotated position + 'Distance'.

  • OnPressed <Integer>
    Fired when the button is first pressed.

  • OnUnpressed <Integer>
    Fired when the button is first released from being pressed.

  • OnFullyClosed <Void>
    Fired when the button has reached position 1, the rotated position + 'Distance'.

  • OnFullyOpen <Void>
    Fired when the button has reached position 0, the unrotated starting position.

  • OnReachedPosition <Void>
    Fired whenever the button reaches a goal position: i.e. when it becomes open, becomes closed, or reaches the point specified by a 'SetPosition' input.