3 -- in-out
| lip |
Value is a number; buttons travel their width minus the lip in
pixels when they're pushed. The default is 4. |
abslight |
Value between 0 and 1 (decimal), to set the absolute light-value.
|
health |
Value is a number; needed for shootable buttons. See spawnflags
below. |
| targetname |
value is a name, targetted by a
trigger_activate or _deactivate entity, which toggles
activation state; use
DEACTIVATED spawnflag to start in deactivated state.
|
| msg2: |
value is a number, of message shown
if button is touched while not activated.
. |
| aflag: |
value is a number, determines order of trigger for an ordered
trigger_counter. |
| netname |
value is a name, shared with ordered trigger_counter that button
is helping to fire (as in the Egyption floor-button puzzle ...)
. |
| spawnflags: |
Add up the numbers for the properties you want, & set the sum as
the spawnflags value.
- 1 - deactivated: doesn't work until activated; use with targetname
field.
- 2 - fire only: button only responds to being shot/bashed. Needs
a health-value, doesn't seem to matter what.
- 4 - `fire multiple' buttons responds to shooting or touching;
needs a health-value. buttons.hc says to make it high, but this
seems to me to be unnecessary. Both 2 and 4 permit multiple firing, the
difference seems to be that 4 responds to touching and 2 doesn't.
|
Example
Suppose we have a button specified this way:
| classname | func_button |
| angle | 270 |
| target | b16 |
and a breakable brush specified this way:
| classname | breakable |
| targetname | b16 |
Then when you bump into the button, the breakable brush will disintegrate
(like glass, since that's the default thingtype).
Back to the list.