Buttons

Buttons

Classname: func_button
Purpose: Making stuff happen
H2 Code: buttons.hc

Fields

angle Value is an angle (in degrees); button goes that way when pushed, -1 for up, -2 for down.
target Value is a name; Entity with matching targetname-value is triggered.
speed Value is a number, which overrides the default 40 speed.
wait Value is a number, which overrides the default 1 second wait for the button to pop back. -1 value means never return.
soundtype Value is one of these numbers:
  • 0 -- steam metal
  • 1 -- wooden clunk
  • 2 -- metallic clink
  • 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:
classnamefunc_button
angle270
targetb16
and a breakable brush specified this way:
classnamebreakable
targetnameb16
Then when you bump into the button, the breakable brush will disintegrate (like glass, since that's the default thingtype).
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