12-Jul-2023
Similar to func_rotating, this entity simulates a pendulum, using the center of an origin brush tied to it as rotation point.
Keyvalues |
Global Entity Name globalname : Global name of entity, allows to have one entity in the multiple maps (e.g. elevator in map1 and map2 have the same "Global Entity Name" which tells the engine to treat those entities as a one single entity, so all elevator settings, positions, actions e.t.c. are copied to another map in a moment of map transitions.
OnDestroy Function ondestroyfn : Name of the function to use from already parsed .as script files when entity is destroyed (killed) in any way. If the function belongs to namespace, you must use prefix with the namespace name (e.g. mynamespace::MyFunction) for the keyvalue.
Name targetname : Set name of func_pendulum so other entities can trigger it to toggle it's swinging. Every trigger use-type works uniformly. Can be kill-targeted.
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".
Pitch Yaw Roll (X Y Z) angles : Where Z means Y and Y means Z, that is, when you're thinking Hammer-grid. (Hammer uses Z for height and Y for depth, while every other sane 3D-application does this the other way round; nonetheless this keyvalue description has the letters in the conventional order) This, technically, is a 3D-vector containing Euler-angles to describe either the entity's rotation or direction of effect. E.g. a func_door_rotating will use this as its initial rotation, while a trigger_push will keep its original alignment and use this for the direction of its push-effect instead. Euler-angles are a hierarchical system to determine an object's orientation in 3D-space. A yaw-value of 0 would mean the entity would face east. (right in top-down view) 90 would mean it would face north. (up in top-down-view) After yaw, pitch is applied. Think aiming up/down with your character in first person. At last, the roll-value is applied. Think your character falling over sideways in first person. Some entities, mostly point entities, do not use the angles keyvalue for any purpose.
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.
Speed speed : Speed of rotation in a moment of full swing speed. Remember that pendulum smooth it's movement while changing direction. Also the speed is gradually decreased when "Damping" keyvalue is set.
Distance (deg) distance : Distance in which pendulum is swinging (counter clockwise). It rotates around z axis by default (if either "X Axis" and "Y Axis" flags are not selected). Remember that starting position of func_pendulum is not it's rotation center. The pendulum will rotate the whole distance e.g. if it's positioned horizontally, and distance is set to 90, func_pendulum will rotate itself from starting horizontal position to ending vertical position.
Damping (0-1000) damp : If set, the pendulum will slows itself gradually when activated, until it completely stops. Higher values makes pendulum stops quicker. Values like 600, 700 gives only several seconds for pendulum to stop. I you need realistic pendulum deceleration, you should be satisfied with values like 10, 20 or 30. Precise mathematical mechanics behind "Damping" are unknown.
Damage inflicted when blocked dmg : Amount of damage to deal to entities that are blocking it. Only makes sense when "Passable" flag is not selected.
_minlight _minlight : Sets the minimum light level. Set this value if entity is too dark on compiled map. Also useful for things like computer screens or holograms. Default is 0, max 1.
1 : Start ON : Entity is enabled on start. If "Damping" is specified, it will gradually decelerates at map start.
8 : Passable : Disables collision of func_pendulum.
16 : Auto-return : If selected, the pendulum returns to it's starting position when triggered. By default, it's stops at position where it has been triggered. Whenever this flag is selected or no, func_pendulum is toggleable entity.
64 : X Axis : If selected, the pendulum will rotate around X axis. Can be combined with "Y Axis". If either this flag and "Y Axis" are not selected, the pendulum rotates around z axis.
128 : Y Axis : If selected, the pendulum will rotate around Y axis. Can be combined with "X Axis". If either this flag and "X Axis" are not selected, the pendulum rotates around z axis.
2048 : Not in Deathmatch : Obsolete in Sven Co-op. Makes the entity don't appear in Multiplayer Games.
Triggering func_pendulum without "Auto Return" flag may break it's rotation range.
Func_pendulum is a little glitchy. Move distance might be increased, decreased or relocated by unknown reasons.
Func_pendulum won't react to frequent triggering properly. It might stay in whatever state it is when triggered consecutively.