![]() Touch activates (256) - Button can only be activated by the player bumping into it (or by being damaged, if Health is specified).Sparks (64) - Makes button spark randomly when in the off position.Toggle (32) - Sets button mode to toggle (it does not reset, but waits to be activated again).Don't move (1) - If this is enabled, the button will not move (oriented by angles) when triggered.Delay before reset ( wait) - Time in seconds before the button pops back out or becomes reuseable (-1 = Never).14 = Lightswitch ( buttons/lightswitch2.wav).The sound is played at the same time as the Unlocked Sound. Sounds ( sounds) - The sound made by the button on activation.Lip ( lip) - Number of units left after move (the lip value is subtracted from the move distance).When this amount of damage occurs, the button will activate. Health ( health) - If the button has to be shot, rather than pressed, specify a value greater than 0 here.Targetted object ( target) - Event to activate.Speed ( speed) - The speed a moving button will move from its resting state to its activated state.Pitch Roll Yaw ( angles) - Set the angle for moving buttons here.Unlocked Sentence ( unlocked_sentence) - Sentence that is spoken when entity is 'unlocked'.Locked Sentence ( locked_sentence) - Sentence that is spoken when entity is 'locked'.14 = Light Switch ( buttons/lightswitch2.wav).13 = Latch Unlocked ( buttons/latchunlocked1.wav).9 = Keycard Sound ( buttons/button9.wav).6 = Power Deadbolt 2 ( buttons/button6.wav).5 = Power Deadbolt 1 ( buttons/button5.wav).4 = Quick Combolock ( buttons/button4.wav).3 = Access Granted ( buttons/button3.wav).1 = Big zap & Warmup ( buttons/button1.wav).Unlocked Sound ( unlocked_sound) - Sound to play when entity is 'unlocked'.12 = Latch Locked ( buttons/latchlocked1.wav).2 = Access Denied ( buttons/button2.wav).Locked Sound ( locked_sound) - Sounds to play when the entity is 'locked'.Under other SmartEdit names, delay might also be the time to wait before performing some other action. Delay before trigger ( delay) - Usually the time in seconds before an entity should trigger its target (after being triggered itself). ![]() Thus they act almost like an on/off switch, in their simplest form, and like an AND gate in the case of the multisource. A master must usually be active in order for the entity to work. Master ( master) - The name of a multisource (or game_team_master) entity.Render Mode ( rendermode) - Controls the type of rendering that is used for an object.Think of it as modifying whatever the Render Mode puts out. Render FX ( renderfx) - Gives objects special render effects.Name ( targetname) - Property used to identify entities.This entity allows you to create various types of buttons, such as: switches, plungers, touch plates, push buttons, etc., that will trigger an event when activated.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |