Buttons | Index



func_button_ext
Simlilar to func_button, but can be disabled/enabled via triggers and allows for both touch and weapon hits to activate if specified.

Key Value Pairs:
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

Spawnflags:
1 : START_OFF spanws in disabled state (must be triggered to be used)
2 : ALWAYSTOUCH touch to activate, even if health>0

Notes:
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).



func_switch
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).

Key Value Pairs:
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

Notes:
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.