CBaseButton

From Source Entities
(Redirected from Func button)
Jump to navigation Jump to search

Code classes:

CBaseButton is a base class for button entities which move when interacted with.

Classnames:

  • func_button - Moves the entire length of itself when pressed.

Note: L4d2-small.pngfunc_buttons that are compiled into entity groups are converted to the entity script_func_button.

Flags[edit | edit source]

  • 1: Don't move
  • 32: Toggle - Allows the button to be sent back to its original position at any time. Otherwise, it will only go back down once Delay Before Reset is over.
  • 256: Touch Activates - Makes OnPressed fire when players physically bump into the button.
  • 512: Damage Activates - Makes OnPressed fire when the entity takes damage. Does not affect OnDamaged. Note: Will fire multiple times at once when shot by shotguns in some games.
  • 1024: Use Activates - Makes OnPressed fire when the entity is +used.
  • 2048: Starts locked

Keyvalues[edit | edit source]

Move Direction (Pitch Yaw Roll) (movedir) <angle>
Specifies the direction of motion to move when the button is used. Once the entity has moved so far that it's not occupying its original space anymore, it will stop moving.
Speed (speed) <integer>
The speed that the button moves, in units per second or degrees per second if rotating.
Health (Obsolete) (health) <integer>
Legacy method of specifying whether or not the button can be shot to activate it. Use the Damage Activates spawnflag instead.
Lip (lip) <integer>
The amount, in units, of the button to leave its original space when pressed. Negative values make the button move even farther.
Master (Obsolete) (master) <string>
Legacy support. Name of a multisource. If the master hasn't been activated, this button cannot be pressed.
Delay Before Reset (-1 stay) (wait) <integer>
Amount of time in seconds after the button has moved to the pressed position 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.
Press Sound 1 (sounds) <choices>
Sound to play when pressed and unlocked. Note: The list below was made for Half-Life 2. All games support this keyvalue, but some don't have a number of these sound files. To edit these sounds, look for Buttons.snd (followed by a number from the Value column in this table) in hl2/scripts/game_sounds_world.txt or your game's appropriate soundscript file.
Value Description Default Sound
Buttons
0 None (Silent) common/null.wav
1 Big zap & Warmup buttons/button1.wav
2 Access Denied buttons/button2.wav
3 Access Granted buttons/button3.wav
4 Quick Combolock buttons/button4.wav
5 Power Deadbolt 1 buttons/button5.wav
6 Power Deadbolt 2 buttons/button6.wav
7 Plunger buttons/button7.wav
8 Small zap buttons/button8.wav
9 Keycard Sound buttons/button9.wav
10 Buzz buttons/button10.wav
11 Buzz Off buttons/button11.wav
12 latch locked doors/latchlocked2.wav
13 Latch Unlocked doors/latchunlocked1.wav
14 Lightswitch buttons/lightswitch2.wav
15 small bleek buttons/button15.wav
16 small deny buttons/button16.wav
17 small doop buttons/button17.wav
18 small tech deny buttons/button18.wav
19 click and combine screen fuzz buttons/button19.wav
20 roomy beep buttons/button20.wav
Levers
21 lever or wheel: turn + move sqeek buttons/lever1.wav
22 lever or wheel: latch + release gas buttons/lever2.wav
23 lever or wheel: ratchet + sqeek buttons/lever3.wav
24 lever or wheel: large ratchet buttons/lever4.wav
25 lever or wheel: clanky + gas release buttons/lever5.wav
26 lever or wheel: latch + large metal thud buttons/Lever6.wav
27 lever or wheel: smaller ratchet buttons/Lever7.wav
28 lever or wheel: smaller lever move buttons/Lever8.wav
New buttons
31 shock buzz buttons/button21.wav
32 clickbeep buttons/button22.wav
33 tech blip buttons/button23.wav
34 clickbeepbeep open buttons/button24.wav
35 small high blip buttons/button12.wav
36 small tech fuzz blip buttons/button13.wav
37 small click bleep (change to lightswitch) buttons/button14.wav
Combine Buttons
40 combine door lock - locked buttons/combine_button_locked.wav
41 combine blip growl buttons/combine_button1.wav
42 combine squick growl buttons/combine_button2.wav
43 combine whine purr buttons/combine_button3.wav
44 combine click talk buttons/combine_button4.wav
45 combine click growl fizz buttons/combine_button5.wav
46 combine click fizz (deny) buttons/combine_button6.wav
47 combine click talker buttons/combine_button7.wav
Press Sound 2 (unlocked_sound) <choices>
Sound played when the button is pressed while unlocked. If set, the sound that plays alternates between this and Press Sound 1, even if the first one is set to None.
Value Description Default Sound
0 None common/null.wav
1 Big zap & Warmup buttons/button1.wav
3 Access Granted buttons/button3.wav
4 Quick Combolock buttons/button4.wav
5 Power Deadbolt 1 buttons/button5.wav
6 Power Deadbolt 2 buttons/button6.wav
7 Plunger buttons/button7.wav
8 Small zap buttons/button8.wav
9 Keycard Sound buttons/button9.wav
10 Buzz buttons/button10.wav
13 Latch Unlocked doors/latchunlocked1.wav
14 Lightswitch buttons/lightswitch2.wav
Locked Sound (locked_sound) <choices>
Sound played when the player tries to use the button, and fails because it's locked.
Value Description Default Sound
0 None common/null.wav
2 Access Denied buttons/button2.wav
8 Small zap buttons/button8.wav
10 Buzz buttons/button10.wav
11 Buzz Off buttons/button11.wav
12 Latch Locked doors/latchlocked2.wav
Locked Sentence (locked_sentence) <choices> (only available in Hl1.pngHalf-Life: Source)
A sentence played when the player tries to use the button, and fails because it's locked.
Value Description
0 None
1 Gen. Access Denied
2 Security Lockout
3 Blast Door
4 Fire Door
5 Chemical Door
6 Radiation Door
7 Gen. Containment
8 Maintenance Door
9 Broken Shut Door
Unlocked Sentence (unlocked_sentence) <choices> (only available in Hl1.pngHalf-Life: Source)
A sentence played when the button is unlocked.
Value Description
0 None
1 Gen. Access Granted
2 Security Disengaged
3 Blast Door
4 Fire Door
5 Chemical Door
6 Radiation Door
7 Gen. Containment
8 Maintenance area
Glow Entity (glow) <targetname> (only available in L4d.pngL4d2-small.png)
Optional entity that will be forced to glow. (Such as a button prop.) Needs either Touch Activates, Damage Activates, or Use Activates checked in order to show the glow. Bug: If using Touch Activates or Damage Activates, the prop won't glow until the button has been pressed and unpressed once.
Use Look-At Limit (min_use_angle) <string> (only available in Csgo-small.png)
How far away a player can be looking away from the button while +use still counts as pressing that button. -1 allows all angles, 0 is looking perpendicular, 1 is looking directly at it.
Shadows (Not in FGD) (vrad_brush_cast_shadows) <choices>
Determines if this entity will cast lightmap shadows.
  • 0: No shadows
  • 1: Cast shadows
Render Mode (rendermode) <choices>
A special rendering mode to use on this entity.
Render Amount/Transparency (renderamt) <integer>
Transparency amount, requires a Render Mode (rendermode) other than Normal. 0 is invisible, 255 is fully visible.
Render Color (R G B) (rendercolor) <color255>
Color channel filter to add to this entity's texture(s). Bug: P2.pngCsgo-small.pngBroken for brush entities.
Render FX (renderfx) <choices>
Preset appearance effects. Partially supported in Asw.png, completely non-functional in P2.pngCsgo-small.png. Bug: Sometimes functions incorrectly if changed with AddOutput, but is the only way to change effects other than making multiple versions of the object.
Minimum Light (_minlight) <float>
Minimum amount of light to hit this brush. 0 is none, 1 is "fullbright". Useful because the lightmaps will not update as the entity moves.
Render in Fast Reflections (drawinfastreflection) <boolean> (available in all games since P2.png)
Makes the entity be rendered in reflections from water materials using $reflectonlymarkedentities.
Damage Filter Name (damagefilter) <filterclass>
When this entity receives damage, it will filter by this entity.

Inputs[edit | edit source]

Lock
Locks the button, preventing it from functioning.
Unlock
Unlocks the button, allowing it to function.
Press
Activates the button as if it was pressed.
PressIn
Activates the button as if it was pressed, sending it to the pressed position.
PressOut
Unpresses the button, sending it to the unpressed position.
Alpha <integer>
Sets Render Amount/Transparency (renderamt).
Color <color255>
Sets the Render Color (rendercolor).
EnableDrawInFastReflection  (available in all games since P2.png)
Sets Render in Fast Reflections to true.
DisableDrawInFastReflection  (available in all games since P2.png)
Sets Render in Fast Reflections to false.
SetDamageFilter <target_destination>
Sets Damage Filter Name.

Outputs[edit | edit source]

OnDamaged
Fires when the button is damaged.
OnPressed
Fires when the button is pressed.
OnUseLocked
Fires when the button is pressed but locked.
OnIn
Fires when the button reaches the in/pressed position.
OnOut
Fires when the button reaches the out/released position.

See Also[edit | edit source]