Buttons | Index
Simlilar to func_button, but can be disabled/enabled via triggers and allows for both touch and weapon hits to activate if specified. |
angle | move direction |
lip | override the default 4 pixel lip remaining at end of move |
speed | override the default 40 speed |
wait | override the default 1 second wait (-1 = never return) |
health | if set, the button must be killed instead of touched |
noise | Path to push noise |
noise1 | Path to return noise |
noise2 | Path to disabled noise |
message | Print this message if used when disabled |
target | activate this entity when used |
targetname | disable/enable buttons |
1 : START_OFF | spanws in disabled state (must be triggered to be used) |
2 : ALWAYSTOUCH | touch to activate, even if health>0 |
When a another trigger/button "uses" these, they will toggle between enabled and disabled mode - you can not press a disabled button (it just plays it's "disabled" sound). They can be disabled or enabled at any time, even while moving, but they will complete the move and return to the "up" position before enabling/disabling themselves in that case. |
They can not be fired again until they're "done" - they must be fully reset and enabled to be fired. The "active" texture frame (if it has texture frames) will only be displayed when the button is enabled, and fully in the "up" position (i.e. ready to be used). |
A two-state toggle that can use an alternate set of brushes as it's toggled state. You can "attach" a func_switch to a func_train_ext (switch goes where the train goes) but due to this, these don't move like buttons and are always passthrough to avoid blocking issues (therefore, they can not be shot to activate). |
wait | Returns to original state after "wait" seconds (default is -1, wait for re-trigger) |
angle | Angle player must be facing in order to activate by touch |
noise | Path to push noise |
noise1 | Path to optional reset noise ("noise" is used if ommited, use "misc/null.wav" for silent return) |
target | Activate this entity when used |
event | Parent train (ya, "event" is kind of a dumb key name for this...) |
targetname | Toggle switch remotely, or just for func_bspframe's sake |
A func_bspframe entity that targets a func_switch is used as the alternate model frame. |
To avoid big headaches with child movement on trains, these are always pass-through objects - make'em small or flat. This also means you can't shoot'em, but a normal trigger with health can trigger a func_switch if you need that effect (won't work on a moving train of course) |
Although an alternate model can be used, the texture frame is also switched when toggled so simple animated switches can be made without the need for a func_bspframe. |