Func plat

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DESCRIPTION

This is a simple vertical mover. Similar to func_door but up and down.


SPAWNFLAGS

PLAYER_USE - Player can use it with the use button.

INACTIVE - Must be used by a target_activate before it can be used.


KEYS&VALUES

lip - Default 8, protrusion above rest position.

height - Total height of movement, defaults to model height.

speed - Overrides default 200.

dmg - Overrides default 2.

model2 - .md3 model to also draw.

color - ConstantLight color. (Default setup with light entity selected press K to bring up color picker.)

light - ConstantLight radius.


_lightmapscale - Floating point value scaling the resolution of lightmaps on brushes/patches in this entity (default 1.0).

_cs OR _castshadows - Allows per-entity control over shadow casting. Defaults to 0 on entities, 1 on world. 0 = no shadow casting. 1 = cast shadows on world. > 1 = cast shadows on entities with _rs (or _receiveshadows) with the corresponding value, AND world. Negative values imply same, but DO NOT cast shadows on world.

_rs OR _receiveshadows - Allows per-entity control over shadow reception. Defaults to 1 on everything (world shadows). 0 = receives NO shadows. > 1 = receive shadows only from corresponding keyed entities (see above) and world. < 1 = receive shadows ONLY from corresponding keyed entities.

_celshader - Sets the cel shader used for this geometry. Note: omit the 'textures/' prefix.

_indexmap OR alphamap - Path/name for the art file used to guide the mapping of textures on the terrain surface.

_layer OR layers - Integer value is the number unique root shaders that will be use on the terrain.

_shader OR shader - Path to the metashader used to assign textures to the terrain entity. Note: Omit the 'textures/' prefix.

script_targetname - Referred to by script as the recipient of set of instructions. Most entities can use this key.


NOTES

Plats are always drawn in the extended position so they will light correctly.

If model2 key is used you need to add an origin brush to reference the point of origin of the model.

If an origin brush is used the you must select the origin brush first then all other brushes that make up this entity. Then create this entity.

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