12-Jul-2023
A brush entity, which, in its essence, acts like a func_button, except that it has been designed specifically for triggering only when damaged unless set up otherwise. The damage it receives does not matter.
Keyvalues |
Target target : Entity to trigger whenever a button is pressed. Trigger use-type is defined in "Use Type" keyvalue.
ZHLT Template Model Target zhlt_usemodel : For Brush entities: sets brush model template of this entity. Set it to the name of other brush entity (now called a template) and it's brush model will be used instead. Templates might save server resources by "copying" single brush entity (template identified by name) and using it in multiple places (can be used for entities like tables, columns, barrels, cars e.t.c.). Also one template occupies only one entity slot when compiling a map, no matter how many entities refers to it. For model-based point entities: copy display model of specified entity, to use it's model instead. Using "Custom model" is more appropriate in most cases, however, when it's not possible, use "ZHLT Copy Lighting From Target".
ZHLT Copy Lighting From Target zhlt_copylight : For Brush entities: copies light info from specified entity. This can be useful when we want this entity to be light up in a similar way the other entity of the map is, e.g. we have few func_pushables on map, and they are lit differently, tough they can be moved (and lightning is not updated on dynamic entities), it may looks shabby. With this keyvalue we can prevent this making all func_pushables received light in a same way. Another example: we have few windows in corridor (e.g. func_breakables), all of them receive a light in acceptable way, but the last window receive part of the light from another room and breaking whole atmosphere. We can set this window "Copy Lightning From Target" to any other window to fix this. Note that this can be also used for completely different entities, so we copy lightning from func_door to func_breakable as well. For model-based point entities: if model lightning does not satisfy you (e.g. it's too dark) you can specify a name of entity here to copy it's lightning values- it can be other model-based entity or simply info_target.
ZHLT Disable Clipping zhlt_noclip : Enable or disable collision of entity.
ZHLT Invisible zhlt_invisible : Brush entities only. Determines if entity should be visible.
ZHLT Custom Shadow (when opaque) zhlt_customshadow : Opaque brush entities only. If "ZHLT Ligth Flags" of this entity uses any of the option with 'Opaque' word, this will allow to customize shadow dropped by this entity. Value format: [0 - 1.0] [0 - 1.0] [0 - 1.0], use three values for color or only one for transparency.
ZHLT Embed Light Map (when translucent) zhlt_embedlightmap : Transparent brush entities only. Set it to 'Yes' and this transparent entity will take a light from environment making it looks much more natural. Use it when entities (e.g. glass represented by func_wall) omits lightning from surrounding. Note that this is expensive so shouldn't be used too often, but resolution of those lightmaps can be controlled by keyvalue explained below.
ZHLT Embed Light Map Resolution zhlt_embedlightmapresolution : Value of power of two that controls the resolution of embedded lightmaps of transparent textures (see keyvalue above). Higher value for better optimization. Default and recommended value is 4.
ZHLT Light Flags zhlt_lightflags : Brush entities only. Changes light casting or receiving setting.
ZHLT Light Origin Target light_origin : Set it to the name of info_target, this entity will receive lights from specified info_target position instead of it's own position. As a lot of entites can moves and lightning is not updated dynamically you can choose how your entity will be lit in game (e.g. elevators, pushables e.t.c.). Now you don't need to put the whole entity in the well-lit room at map start to make them look desirable.
Master master : Name of the multisource entity that (temporary) disables this button_target. If master is specified the button_target won't work. When multisource entity is triggered/being triggering by all possible inputs, the button_target will be enabled and ready to be pressed. When multisource lost at least one input signal, the entities becomes disabled again.
Render FX renderfx : Set custom render FX effect. Only works when "Render Mode" is set to different than 'Normal'
Render Mode rendermode : Render mode determines how this entity is rendered.
FX Amount (1 - 255) renderamt : Render amount to use when other than "Render Mode" 'Normal' is used.
FX Color (R G B) rendercolor : Used with "Render Mode" 'Color' and 'Glow' to set color. Also sets color of 'Glow Shell' "Render Mode".
Use Type use_type : Set the use-type with which the button will trigger its targets. Default is 'Toggle'.
1 : Use Activates : If set, the button_target can also be activated by a player using it. This is enabled by default!
2 : Start On : Deprecated in Sven Co-op.
Button_target supports to have a name (even if it is not listed in object properties). You can set it by adding "targetname" key with SmartEdit mode disabled. Now entity can be killed and when triggered, it's behaviour depends on use-type: 'On'- press button on, 'Off'- press button off, 'Toggle'- toggle button.