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	<id>https://wiki.svencoop.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Loulimi</id>
	<title>Sven Co-op - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://wiki.svencoop.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Loulimi"/>
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	<updated>2026-04-04T04:48:42Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://wiki.svencoop.com/index.php?title=Trigger_condition&amp;diff=947</id>
		<title>Trigger condition</title>
		<link rel="alternate" type="text/html" href="https://wiki.svencoop.com/index.php?title=Trigger_condition&amp;diff=947"/>
		<updated>2023-05-23T21:25:23Z</updated>

		<summary type="html">&lt;p&gt;Loulimi: /* Notes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Entity_Infobox&lt;br /&gt;
| title=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
A, by default, toggleable entity, which, while activated, will compare any value of any entity&#039;s key with either a specified value or the keyvalue of another entity, using a specified comparator and fire its target for the according result - true or false - whenever the result of the condition changes (by default) or at the instant the trigger_condition entity is activated manually. While activated, the trigger_condition checks its condition every 0.1 seconds, by default. Supports [[Mapping/Custom Keyvalues|custom keyvalues]].&lt;br /&gt;
&lt;br /&gt;
== Keyvalues ==&lt;br /&gt;
&lt;br /&gt;
{{Entity_keyvalue|Monitored entity|target|Name of the entity of which a keyvalue is to be monitored. The target entity may be removed in the process. Only one entity by this name should exist.}}&lt;br /&gt;
{{Entity_keyvalue|Monitored key|m_iszValueName|Name of the key which&#039;s value is to be compared to the value of the compare-key.}}&lt;br /&gt;
{{Entity_keyvalue|Compare-entity|m_iszSourceName|Name of the entity of which a keyvalue shall serve as a compare-value. Only one entity by this name should exist.}}&lt;br /&gt;
{{Entity_keyvalue|Compare-key|m_iszSourceKey|Name of the key which&#039;s value is to be compared to the monitored key.}}&lt;br /&gt;
{{Entity_keyvalue|Compare-value (alternative)|m_iszCheckValue|If you do not want to compare the monitored keyvalue to the keyvalue of another entity, you can directly specify a value here. Leave &amp;quot;Compare-entity&amp;quot; empty in that case.}}&lt;br /&gt;
{{Entity_keyvalue|Comparator; mon. val. -&amp;amp;gt; comp.-val.|m_iCheckType|Set the comparation type between monitored keyvalue and the other compare value.}}&lt;br /&gt;
{{Entity_keyvalue|Target for &#039;true&#039;-case|netname|Target to trigger in case the condition is true. (Use-type always &#039;Toggle&#039;)}}&lt;br /&gt;
{{Entity_keyvalue|Target for &#039;false&#039;-case|message|Target to trigger in case the condition is false. (Use-type always &#039;Toggle&#039;)}}&lt;br /&gt;
{{Entity_keyvalue|Constant mode trigger behaviour|m_iCheckBehaviour|If the trigger_condition uses constant/non-cyclic/toggle-mode, this specifies how it will fire its true- and false-target. The default is to wait for the condition to change in order to trigger a target. You can set it to trigger regardless of the previous result on every interval, or only wait for true-case after a false-case, or only wait false-case after a true-case.}}&lt;br /&gt;
{{Entity_keyvalue|Check-interval (seconds)|m_fCheckInterval|If the trigger_condition is toggleable/constant, this specifies the delay between check-intervals, in seconds. Set to 0.0 to check every server-frame. Default is 0.1 seconds.}}&lt;br /&gt;
&lt;br /&gt;
== Flags ==&lt;br /&gt;
&lt;br /&gt;
{{Entity_flag|1|Start off|The trigger_condition starts off and has to be triggered on manually in order to work; this is automatically the case when it is cyclic.}}&lt;br /&gt;
{{Entity_flag|2|Don&#039;t use X (R)|When using vectors/arrays, this will ignore the first array.}}&lt;br /&gt;
{{Entity_flag|4|Don&#039;t use Y (G)|When using vectors/arrays, this will ignore the second array.}}&lt;br /&gt;
{{Entity_flag|8|Don&#039;t use Z (B)|When using vectors/arrays, this will ignore the third array.}}&lt;br /&gt;
{{Entity_flag|16|Don&#039;t use W (A)|When using vectors/arrays, this will ignore the fourth array.}}&lt;br /&gt;
{{Entity_flag|32|Cyclic; no toggle|Changes the trigger_condition&#039;s behaviour to a single-fire-behaviour. With this flag set, the entity will fire a target according to its condition&#039;s result once, and then idle until triggered again.}}&lt;br /&gt;
{{Entity_flag|64|Keep &#039;!activator&#039;|Because of trigger_condition&#039;s default behavior, the reference to the original activator is overwritten with the trigger_condition itself, because of an expected delay between activating the trigger_condition and a change in its condition&#039;s result; within this delay the original activator could have been removed already and thus cause unwanted behaviour when used. Because of that, you have to explicitly enable this flag for the activator to be forwarded normally. This is only dangerous to use if an entity triggered by trigger_condition will expect the activator to refer to a valid entity.}}&lt;br /&gt;
{{Entity_flag|128|Ignore initial result|If this is set and this trigger_condition is not set to be cyclic, every time you activate it, the very first result it produces will be ignored and nothing will be triggered, and it will proceed normal according to the specified trigger-behaviour.}}&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
&lt;br /&gt;
Trigger_condition supports the use of &amp;quot;!activator&amp;quot; and &amp;quot;!caller&amp;quot; in the &amp;quot;Monitored entity&amp;quot;- and &amp;quot;Compare-entity&amp;quot;-fields.&lt;br /&gt;
&lt;br /&gt;
The type of comparison can depend on the types of the monitored keyvalue and comparison keyvalue. E.g. comparing a string &amp;quot;0 0 0&amp;quot; from monitored keyvalue to a vector { 0.0 0.0 0.0 } will cause the vector to be transformed into the string &amp;quot;0.000000 0.000000 0.000000&amp;quot;. The string &amp;quot;0 0 0&amp;quot; is not equal to the string &amp;quot;0.000000 0.000000 0.000000&amp;quot;. However, comparing a vector { 0.0 0.0 0.0 } from monitored keyvalue to a string &amp;quot;0 0 0&amp;quot; will cause the string to be parsed into another vector { 0.0 0.0 0.0 } which then is equal to the vector in the monitored keyvalue.Comparing a vector to an integer or float will cause the length of that vector to be compared. (This works either way round) This happens in regards to the vector-dimension-exclusion keyvalues. Exception: If you exclude exactly two of the three vector-dimensions, you will get the extents of the vector in the one non-excluded dimension. That means if that extent is negative, you will also get it as negative.Comparing vectors with each other will cause their lengths to be compared, unless comparison-type is &amp;quot;Equal&amp;quot; or &amp;quot;Unequal&amp;quot;. Should that not be what you want, you&#039;d have to parse the single extents into floats and compare them one by one for the time being.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{entity_title}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Entities]]&lt;br /&gt;
[[Category:Point entities]]&lt;/div&gt;</summary>
		<author><name>Loulimi</name></author>
	</entry>
	<entry>
		<id>https://wiki.svencoop.com/index.php?title=Game_counter&amp;diff=946</id>
		<title>Game counter</title>
		<link rel="alternate" type="text/html" href="https://wiki.svencoop.com/index.php?title=Game_counter&amp;diff=946"/>
		<updated>2023-05-23T21:14:09Z</updated>

		<summary type="html">&lt;p&gt;Loulimi: Add more details regarding the frags keyvalue&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Entity_Infobox&lt;br /&gt;
| title=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
This is a logic entity which will fire its target after being triggered a specified amount of times. Toggle-trigger and on-trigger will cause it to count up by 1. Off-trigger will cause it to count down by 1. An equivalent of this entity can be created through the usage of trigger_condition and trigger_changevalue.&lt;br /&gt;
&lt;br /&gt;
It is also possible to access the number of times this entity was triggered.&lt;br /&gt;
&lt;br /&gt;
== Keyvalues ==&lt;br /&gt;
&lt;br /&gt;
{{Entity_keyvalue|Initial value|frags|Starting value of entity. It&#039;s also its current value when accessing it through other entities like trigger_copyvalue or trigger_condition.}}&lt;br /&gt;
{{Entity_keyvalue|Limit value|health|Required value to trigger target.}}&lt;br /&gt;
&lt;br /&gt;
== Flags ==&lt;br /&gt;
&lt;br /&gt;
{{Entity_flag|1|Remove On fire|Remove entity after firing.}}&lt;br /&gt;
{{Entity_flag|2|Reset On fire|Reset entity Initial value after fired.}}&lt;br /&gt;
{{Entity_flag|4|Fire if over limit|Fire a target when initial value is higher than limit value.}}&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
&lt;br /&gt;
The game_counter’s current count can be accessed from the &amp;quot;frags&amp;quot; keyvalue.&lt;br /&gt;
&lt;br /&gt;
== Issues ==&lt;br /&gt;
&lt;br /&gt;
When target is set to ambient_generic, the game_counter need to receive twice more inputs than normal, unless &amp;quot;Fire if over limit&amp;quot; spawnflag is selected.&lt;br /&gt;
&lt;br /&gt;
{{entity_title}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Entities]]&lt;br /&gt;
[[Category:Point entities]]&lt;/div&gt;</summary>
		<author><name>Loulimi</name></author>
	</entry>
	<entry>
		<id>https://wiki.svencoop.com/index.php?title=Trigger_changevalue&amp;diff=945</id>
		<title>Trigger changevalue</title>
		<link rel="alternate" type="text/html" href="https://wiki.svencoop.com/index.php?title=Trigger_changevalue&amp;diff=945"/>
		<updated>2023-05-23T21:04:50Z</updated>

		<summary type="html">&lt;p&gt;Loulimi: /* Notes */  Add note about multiple targets.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Entity_Infobox&lt;br /&gt;
| title=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Trigger_changevalue can perform arithmetic and logic operations on base-keyvalues of entities, as well as replace their private keyvalues. See [[trigger_copyvalue]] for a variant of this with more options. Supports custom keyvalues.&lt;br /&gt;
&lt;br /&gt;
== Keyvalues ==&lt;br /&gt;
&lt;br /&gt;
{{Entity_keyvalue|Destination Entity|target|Name of the entity which&#039;s keyvalue is to changed. This can refer to more than one.}}&lt;br /&gt;
{{Entity_keyvalue|Destination Keyvalue|m_iszValueName|Name of the key which&#039;s value is to be changed.}}&lt;br /&gt;
{{Entity_keyvalue|Static source-value|m_iszNewValue|Value to be applied to the destination keyvalue.}}&lt;br /&gt;
{{Entity_keyvalue|Operation|m_iszValueType|This specifies how destination keyvalue and static source-value correlate. What exactly happens also depends on the types &lt;br /&gt;
of the two. There are some academic things in here, so I shall explain some of them:Pow: Source value to the power of destination value. To keep things simple, zero to the power of zero magically equals one and taking a negative value to the power of a non-integer will cause the base to be treated as positive.Mod: Short for &amp;quot;Modulo&amp;quot;, this calculates the rest of a division. For example, 63 % 13 equals 11, because 63 - 13 = 50, 50 - 13 = 37, 37 - 13 = 24 and 24 - 13 = 11. Substracting a fifth time would deliver a negative result and is henceforth omitted. The actual computation of this value uses a smarter, fast method; this is just for presentiveness. Usage example: You have a value in seconds, e.g. 285, and want to know how many minutes and seconds that are, so you divide by 60 and get 4.75. Omitting the 0.75 you&#039;re left with 4. For the remaining seconds, you&#039;d calculate 285 % 60 = 45, which &lt;br /&gt;
is the same as 60 * 0.75. Then you&#039;d know that 285 seconds equals 4 minutes plus 45 seconds. Real numbers and negative values are supported.AND, OR, XOR, NAND, NOR, NXOR: These are logic operands which operate bitwise; the leading &#039;N&#039; indicates bitwise negation after the operation. Example: An entity&#039;s spawnflags are stored in an integer which consists of 32 bits. Say you want to set the 7th checkbox of an entity&#039;s spawnflags, you need to make sure the 7th bit is set to 1. You hence need the integer number where only the 7th bit is set, which is 2 ^ (7 - 1) = 2 ^ 6 = 64. However, you cannot simply add this &lt;br /&gt;
to the existing spawnflags, because if the 7th bit was already set to 1, you&#039;d cause it to be set to 0 and generate a carry which is sent to the 8th bit; the magic of positional notation systems - just as 500 + 500 equals 1000 in decimal, 100 + 100 equals 1000 in binary. You&#039;d need to perform a bitwise OR. If you&#039;d want only the 7th checkbox to be checked, you&#039;d use replace-operation as usual. XOR means &amp;quot;Exclusive OR&amp;quot;, as in &amp;quot;Either that or the other, but not both&amp;quot;. AND means that both bits need to be 1 for the resulting bit to remain 1. You can imagine the logic operators perform 32 simultaneous operations on the combined 64 bits of two integers. Append (String concatenation): Appends your source value to the destination keyvalue. The later must be a string; otherwise this cannot work.}}&lt;br /&gt;
{{Entity_keyvalue|Trigonometric funcs. I/O|m_trigonometricBehaviour|When using trigonometric or arc-functions as per the &amp;quot;Operation&amp;quot;-keyvalue, this is used to determine what your input/desired output measure is. You&#039;ll usually want to stick to degrees.}}&lt;br /&gt;
{{Entity_keyvalue|Append spaces (for strings)|m_iAppendSpaces|When the destination keyvalue is a string, this specifies how many spaces to append after the operations. You&#039;ll usually want to use this with either the &amp;quot;Replace&amp;quot;- or &amp;quot;Append&amp;quot;-operation. This was implemented because Valve Hammer Editor omits any trailing spaces in keyvalues (but not leading ones).}}&lt;br /&gt;
{{Entity_keyvalue|Trigger after operation|message|Set entity/entities to be triggered after the trigger_changevalue has set the new keyvalue, by targetname as usual. &lt;br /&gt;
This is very useful when you need a chain of operations to happen in a specific order and without any delay in between.}}&lt;br /&gt;
&lt;br /&gt;
== Flags ==&lt;br /&gt;
&lt;br /&gt;
{{Entity_flag|1|Don&#039;t use X|When using vectors/arrays, this will ignore the first array. E.g., when setting render-color, specifying this flag would ignore the &#039;Red&#039;-value.}}&lt;br /&gt;
{{Entity_flag|2|Don&#039;t use Y|When using vectors/arrays, this will ignore the second array. E.g., when setting angles, specifying this flag would ignore the &#039;Yaw&#039;-value.}}&lt;br /&gt;
{{Entity_flag|4|Don&#039;t use Z|When using vectors/arrays, this will ignore the third array. E.g., when setting velocity, specifying this flag would ignore the vertical velocity.}}&lt;br /&gt;
{{Entity_flag|32|Invert target value|The destination keyvalue will be multiplied with minus one before proceeding.}}&lt;br /&gt;
{{Entity_flag|64|Invert source value|The source-value will be multiplied with minus one before proceeding; this change is only temporary and this keyvalue is rather useless, as you can always prepend a minus-sign to the static source-value.}}&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
&lt;br /&gt;
Trigger_changevalue supports the use of &amp;quot;!activator&amp;quot; and &amp;quot;!caller&amp;quot; in the &amp;quot;Destination Entity&amp;quot; field.&lt;br /&gt;
&lt;br /&gt;
Trying to write a vector to a float or integer will cause the vector&#039;s length to be written. This is in respect to any ignored dimensions as per spawnflags.&lt;br /&gt;
&lt;br /&gt;
Unlike trigger_changetarget, trigger_changevalue can update multiple entities at the same time if they share the same name.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{entity_title}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Entities]]&lt;br /&gt;
[[Category:Point entities]]&lt;/div&gt;</summary>
		<author><name>Loulimi</name></author>
	</entry>
	<entry>
		<id>https://wiki.svencoop.com/index.php?title=Game_player_counter&amp;diff=944</id>
		<title>Game player counter</title>
		<link rel="alternate" type="text/html" href="https://wiki.svencoop.com/index.php?title=Game_player_counter&amp;diff=944"/>
		<updated>2023-05-23T21:02:50Z</updated>

		<summary type="html">&lt;p&gt;Loulimi: Add way around bug&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Entity_Infobox&lt;br /&gt;
| title=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
This entity automatically fires its targets based on the number of players connected to the server. It will automatically fire its &amp;quot;Min Target&amp;quot; when &amp;quot;Min Value&amp;quot; is reached and its &amp;quot;Max Target&amp;quot; when &amp;quot;Max Value&amp;quot; is reached.&lt;br /&gt;
This entity is partially broken, it doesn’t work correctly after a level change for instance, and you cannot access the current number of connected players with it.&lt;br /&gt;
&lt;br /&gt;
== Keyvalues ==&lt;br /&gt;
&lt;br /&gt;
{{Entity_keyvalue|Min Value|frags|Player-count for &amp;quot;Min Target&amp;quot;.}}&lt;br /&gt;
{{Entity_keyvalue|Max Value|health|Player-count for &amp;quot;Max Target&amp;quot;.}}&lt;br /&gt;
{{Entity_keyvalue|Min Target|target|Target to trigger when &amp;quot;Min Value&amp;quot; is reached.}}&lt;br /&gt;
{{Entity_keyvalue|Max Target|netname|Target to trigger when &amp;quot;Max Value&amp;quot; is reached.}}&lt;br /&gt;
{{Entity_keyvalue|Filter Player Targetname|message|If set, only players by that targetname will cause the game_player_counter to count up/down. It&#039;s not possible to set a targetname on a player before he connects, so don&#039;t ask me how to make use of this.}}&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
&lt;br /&gt;
This entity is partially broken, it doesn’t work correctly after a level change for instance, and you cannot access the current number of connected players with it. You can instead replace this entity’s behaviour with a trigger_entity_iterator and a game_counter.&lt;br /&gt;
Unlike other entities, game_player_counter sends &#039;On&#039; output instead of &#039;Toggle&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{entity_title}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Entities]]&lt;br /&gt;
[[Category:Point entities]]&lt;/div&gt;</summary>
		<author><name>Loulimi</name></author>
	</entry>
	<entry>
		<id>https://wiki.svencoop.com/index.php?title=Trigger_changetarget&amp;diff=943</id>
		<title>Trigger changetarget</title>
		<link rel="alternate" type="text/html" href="https://wiki.svencoop.com/index.php?title=Trigger_changetarget&amp;diff=943"/>
		<updated>2023-05-23T21:00:48Z</updated>

		<summary type="html">&lt;p&gt;Loulimi: Add note regarding behaviour with multiple entities sharing the same name&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Entity_Infobox&lt;br /&gt;
| title=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
This entity changes the target keyvalue of an entity. You should generally prefer this to using a trigger_changevalue, if you can, because this entity takes several special cases into account. Be aware however that this entity only work correctly with entities that have a unique name, see note for more details.&lt;br /&gt;
&lt;br /&gt;
== Keyvalues ==&lt;br /&gt;
&lt;br /&gt;
{{Entity_keyvalue|Target|target|Entity whose target will be changed.}}&lt;br /&gt;
{{Entity_keyvalue|New Target|m_iszNewTarget|New &amp;quot;Target&amp;quot; value for targeted entity.}}&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
&lt;br /&gt;
This entity can only update one entity’s target. If multiple entities share the same name, and that name is specified as the trigger_changetarget’s target, only one of those entities will have its target updated.&lt;br /&gt;
&lt;br /&gt;
{{entity_title}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Entities]]&lt;br /&gt;
[[Category:Point entities]]&lt;/div&gt;</summary>
		<author><name>Loulimi</name></author>
	</entry>
	<entry>
		<id>https://wiki.svencoop.com/index.php?title=Game_player_counter&amp;diff=942</id>
		<title>Game player counter</title>
		<link rel="alternate" type="text/html" href="https://wiki.svencoop.com/index.php?title=Game_player_counter&amp;diff=942"/>
		<updated>2023-05-23T20:44:07Z</updated>

		<summary type="html">&lt;p&gt;Loulimi: Add warning concerning bug of entity&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Entity_Infobox&lt;br /&gt;
| title=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
This entity automatically fires its targets based on the number of players connected to the server. It will automatically fire its &amp;quot;Min Target&amp;quot; when &amp;quot;Min Value&amp;quot; is reached and its &amp;quot;Max Target&amp;quot; when &amp;quot;Max Value&amp;quot; is reached.&lt;br /&gt;
This entity is partially broken, it doesn’t work correctly after a level change for instance, and you cannot access the current number of connected players with it.&lt;br /&gt;
&lt;br /&gt;
== Keyvalues ==&lt;br /&gt;
&lt;br /&gt;
{{Entity_keyvalue|Min Value|frags|Player-count for &amp;quot;Min Target&amp;quot;.}}&lt;br /&gt;
{{Entity_keyvalue|Max Value|health|Player-count for &amp;quot;Max Target&amp;quot;.}}&lt;br /&gt;
{{Entity_keyvalue|Min Target|target|Target to trigger when &amp;quot;Min Value&amp;quot; is reached.}}&lt;br /&gt;
{{Entity_keyvalue|Max Target|netname|Target to trigger when &amp;quot;Max Value&amp;quot; is reached.}}&lt;br /&gt;
{{Entity_keyvalue|Filter Player Targetname|message|If set, only players by that targetname will cause the game_player_counter to count up/down. It&#039;s not possible to set a targetname on a player before he connects, so don&#039;t ask me how to make use of this.}}&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
&lt;br /&gt;
Unlike other entities, game_player_counter sends &#039;On&#039; output instead of &#039;Toggle&#039;. This entity is partially broken, it doesn’t work correctly after a level change for instance, and you cannot access the current number of connected players with it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{entity_title}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Entities]]&lt;br /&gt;
[[Category:Point entities]]&lt;/div&gt;</summary>
		<author><name>Loulimi</name></author>
	</entry>
	<entry>
		<id>https://wiki.svencoop.com/index.php?title=Trigger_changetarget&amp;diff=941</id>
		<title>Trigger changetarget</title>
		<link rel="alternate" type="text/html" href="https://wiki.svencoop.com/index.php?title=Trigger_changetarget&amp;diff=941"/>
		<updated>2023-05-15T13:52:06Z</updated>

		<summary type="html">&lt;p&gt;Loulimi: Fix grammatical mistakes&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Entity_Infobox&lt;br /&gt;
| title=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The proper method for changing the target-keyvalue of an entity. You should prefer this to using a trigger_changevalue, if you can, because this entity takes several special cases into account.&lt;br /&gt;
&lt;br /&gt;
== Keyvalues ==&lt;br /&gt;
&lt;br /&gt;
{{Entity_keyvalue|Target|target|Entity whose target will be changed.}}&lt;br /&gt;
{{Entity_keyvalue|New Target|m_iszNewTarget|New &amp;quot;Target&amp;quot; value for targeted entity.}}&lt;br /&gt;
&lt;br /&gt;
{{entity_title}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Entities]]&lt;br /&gt;
[[Category:Point entities]]&lt;/div&gt;</summary>
		<author><name>Loulimi</name></author>
	</entry>
	<entry>
		<id>https://wiki.svencoop.com/index.php?title=Func_button&amp;diff=925</id>
		<title>Func button</title>
		<link rel="alternate" type="text/html" href="https://wiki.svencoop.com/index.php?title=Func_button&amp;diff=925"/>
		<updated>2023-05-01T12:25:01Z</updated>

		<summary type="html">&lt;p&gt;Loulimi: Add more details about &amp;quot;Lip&amp;quot; and &amp;quot;Delay before reset&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Entity_Infobox&lt;br /&gt;
| title=&lt;br /&gt;
| type=b&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
A brush entity, which can be triggered by the player by issuing his &#039;Use&#039;-command on it while standing next to it and looking at it. The &lt;br /&gt;
func_button then triggers its target. This is the most common entity for players interacting with other map entities or entity systems.&lt;br /&gt;
&lt;br /&gt;
== Keyvalues ==&lt;br /&gt;
&lt;br /&gt;
{{Entity_keyvalue|Target|target|The func_button triggers its target when used or triggered by another entity. You can add &#039;killtarget&#039; manually.}}&lt;br /&gt;
{{Entity_keyvalue|Locked Sound|locked_sound|Sound to play if the button is pressed while locked.}}&lt;br /&gt;
{{Entity_keyvalue|Unlocked Sound|unlocked_sound|Sound to play if the button is pressed while not locked.}}&lt;br /&gt;
{{Entity_keyvalue|Locked Sentence|locked_sentence|Sentence to be heard if the button is pressed while locked. It is spoken with the voice of Half-Life&#039;s Black Mesa announcer.}}&lt;br /&gt;
{{Entity_keyvalue|Unlocked Sentence|unlocked_sentence|Sentence to be heard if the button is pressed while not locked. It is spoken with the voice of Half-Life&#039;s Black Mesa announcer.}}&lt;br /&gt;
{{Entity_keyvalue|Speed|speed|Speed at which the button moves when pressed, unless &#039;Don&#039;t move&#039; is set. The button moves for its width in the move direction, specified by &#039;angle&#039;.}}&lt;br /&gt;
{{Entity_keyvalue|Health (shootable if &amp;amp;gt;0)|health|If you enter here value higher than 0, the button becomes shootable only, and can be activated when it&#039;s out of health. }}&lt;br /&gt;
{{Entity_keyvalue|Lip|lip|This value will be deducted from the buttons move distance. Negative values are allowed. It is blank by default.}}&lt;br /&gt;
{{Entity_keyvalue|Master|master|Allows you to specify the name of a multisource entity to lock/unlock this button.}}&lt;br /&gt;
{{Entity_keyvalue|Sounds|sounds|Set the sound to be played when the button is pressed. It will play when the button is locked, too.}}&lt;br /&gt;
{{Entity_keyvalue|Delay before reset|wait|When the button is pressed, it will remain in its pressed state for this amount of time. This also affects any toggleable textures on it. If set to &#039;-1&#039;, the button can be pressed only once, and will then remain in its pressed state forever, even with the &amp;quot;Toggle&amp;quot; flag checked.&lt;br /&gt;
* If the &amp;quot;Toggle&amp;quot; flag is checked, you must specify a value equal to or greater than 0.&lt;br /&gt;
* If a multisource entity is among the func_button&#039;s targets, that multisource entity will recognize the button&#039;s input to be active only for this amount of time. }}&lt;br /&gt;
{{Entity_keyvalue|Classification|classify|Classification of this button. If specified, enemies of this class will attack this button.}}&lt;br /&gt;
{{Entity_keyvalue|Locked Sound Override|locked_sound_override|Sound file to use when attempting to open locked entity. Useful when you don&#039;t want to use sound from default sound list.&lt;br /&gt;
&lt;br /&gt;
This overrides default &amp;quot;Locked Sound&amp;quot; sound.}}&lt;br /&gt;
{{Entity_keyvalue|Unlocked Sound Override|unlocked_sound_override|Sound file to use when entity is unlocked. Useful when you don&#039;t want to use sound from default sound list.&lt;br /&gt;
&lt;br /&gt;
This overrides default &amp;quot;Locked Sound&amp;quot; sound.}}&lt;br /&gt;
{{Entity_keyvalue|Locked Sentence Override|locked_sentence_override|Sentence from sentences.txt to use when attempting to open locked entity. Useful when you want to override locked sentence with your own sentence.}}&lt;br /&gt;
{{Entity_keyvalue|Unlocked Sentence Override|unlocked_sentence_override|Sentence from sentences.txt to use when entity is unlocked. Useful when you want to override unlocked sentence with your own sentence.}}&lt;br /&gt;
{{Entity_keyvalue|Sound Override|noise|Custom sound, that overrides default sound from &amp;quot;Sounds&amp;quot; list to play when the button is pressed. It will play when the button is locked, too.&lt;br /&gt;
&lt;br /&gt;
Inventory Rules, InventoryRules @BaseClass:&lt;br /&gt;
List of inventory-related keyvalues used with item_inventory entity. Whenever player is attempting to use an entity, the inventory test runs. If test result is negative, the entity won&#039;t work. In other case, entity can be used as normal, but only by player who passed the test with required inventory conditions:&amp;quot;Inventory: Need item(s)&amp;quot;, item_name_required : Item(s) (names separated by spaces) required to use this entity. &lt;br /&gt;
Refers to &amp;quot;Item name&amp;quot; value of item_inventory.}}&lt;br /&gt;
{{Entity_keyvalue|Inventory: Need item(s) from group(s)|item_group_required|Groups (separated by spaces), in which carried items belong to, required to use this entity. Refers to &amp;quot;Item group name&amp;quot; value of item_inventory.}}&lt;br /&gt;
{{Entity_keyvalue|Inventory: Item count in group need have|item_group_required_num|Minimal number of items, that belong &lt;br /&gt;
to specified group, required to use this entity. Use with &amp;quot;Inventory: Need item(s) from group(s)&amp;quot; keyvalue. Value of &#039;0&#039; means that all items from current group are required.}}&lt;br /&gt;
{{Entity_keyvalue|Inventory: CAN&#039;T have item|item_name_canthave|Items in player inventory that will fail the test, and disallow usage &lt;br /&gt;
of this entity. Refers to &amp;quot;Item name&amp;quot; value of item_inventory.}}&lt;br /&gt;
{{Entity_keyvalue|Inventory: CAN&#039;T have item from group|item_group_canthave|Items in player inventory, which belong to specified group, that will fail the test, and disallow usage of this entity. Refers to &amp;quot;Item group name&amp;quot; value of item_inventory.}}&lt;br /&gt;
{{Entity_keyvalue|Inventory: Item count in group CAN&#039;T have|item_group_canthave_num|Minimal number of items in player inventory, which belong to specified group, that will fail the test, and disallow usage of this entity. Refers to &amp;quot;Item group name&amp;quot; &lt;br /&gt;
value of item_inventory. Value of &#039;0&#039; means no single item from current group should be equipped to pass the test.}}&lt;br /&gt;
{{Entity_keyvalue|On pass: Ignore item&#039;s on use triggers?|pass_ignore_use_triggers|If set to &#039;Yes&#039; item&#039;s trigger targets from &#039;Target: On use (by trigger)&#039; will not be fired when item is used by this entity.}}&lt;br /&gt;
{{Entity_keyvalue|On pass: Drop item(s)|pass_drop_item_name|Items to force-drop when the test result is positive, and entity is used successfully. Refers to &amp;quot;Item name&amp;quot; value of item_inventory. Multiple item names are separated by spaces.}}&lt;br /&gt;
{{Entity_keyvalue|On pass: Drop item(s) from group(s)|pass_drop_item_group|Items to force-drop, that belong to specified group, when the test result is positive, and entity is used successfully. All items from this group will be dropped. &lt;br /&gt;
Refers to &amp;quot;Item group name&amp;quot; value of item_inventory. Multiple item names are separated by spaces.}}&lt;br /&gt;
{{Entity_keyvalue|On pass: Ignore item&#039;s on drop triggers?|pass_ignore_drop_triggers|If set to &#039;Yes&#039; item&#039;s trigger targets from &#039;Target: On drop&#039; will not be fired when item is dropped by this entity with &#039;Drop items(s)&#039; events above.}}&lt;br /&gt;
{{Entity_keyvalue|On pass: Return item(s)|pass_return_item_name|Items to return to their starting positions when test result is positive. Refers to &amp;quot;Item name&amp;quot; value of item_inventory. Multiple item names are separated by spaces.}}&lt;br /&gt;
{{Entity_keyvalue|On pass: Return item(s) from group(s)|pass_return_item_group|Items, that belong to specified group, to return to their starting positions when test result is positive. All items from this group will be returned. Refers to &amp;quot;Item group name&amp;quot; value of item_inventory. Multiple group names are separated by spaces.}}&lt;br /&gt;
{{Entity_keyvalue|On pass: Ignore item&#039;s on return triggers?|pass_ignore_return_triggers|If set to &#039;Yes&#039; item&#039;s trigger targets from &#039;Target: On return&#039; will not be fired when item is returned by this entity with &#039;Return items(s)&#039; events above.}}&lt;br /&gt;
{{Entity_keyvalue|On pass: Destroy item(s)|pass_destroy_item_name|Items to remove when test result is positive. Refers to &amp;quot;Item name&amp;quot; value of item_inventory. Multiple item names are separated by spaces.}}&lt;br /&gt;
{{Entity_keyvalue|On pass: Destroy item(s) from group(s)|pass_destroy_item_group|Items, that belong to specified group, to remove when test result is positive. All items from this group will be removed. Refers to &amp;quot;Item group name&amp;quot; value &lt;br /&gt;
of item_inventory. Multiple group names are separated by spaces.}}&lt;br /&gt;
{{Entity_keyvalue|On pass: Ignore item&#039;s on destroy triggers?|pass_ignore_destroy_triggers|If set to &#039;Yes&#039; item&#039;s trigger targets from &#039;Target: On Destroy&#039; will not be fired when item is destroyed by this entity with &#039;Destroy items(s)&#039; events above.}}&lt;br /&gt;
{{Entity_keyvalue|Target: Inventory rules failed|target_on_fail|Entity to trigger whenever test result is negative.}}&lt;br /&gt;
{{Entity_keyvalue|Use Type|use_type|Set the use-type with which the button will fire its targets. Default is &#039;Toggle&#039;.}}&lt;br /&gt;
&lt;br /&gt;
== Issues ==&lt;br /&gt;
Buttons are able to be pushed from behind walls (within a certain thickness) completely outside line-of-sight. If you want to prevent this, consider making adjustments to the button&#039;s position, or using a setup that locks the button via [[multisource]] that unlocks when a player reaches a trigger that is directly in front of the button so that it is usable from there.&lt;br /&gt;
== Flags ==&lt;br /&gt;
&lt;br /&gt;
{{Entity_flag|1|Don&#039;t move|If set, this func_button won&#039;t move when pressed and be activated instantly instead.}}&lt;br /&gt;
{{Entity_flag|32|Toggle|If set, this func_button will ignore its delay before reset and be toggleable instead, switching between the texture states whenever pressed, if such a texture is assigned on one of its faces. The delay before reset still needs to be greater than zero in order for this to work, though.}}&lt;br /&gt;
{{Entity_flag|64|Sparks|If set, the func_breakable ocassionally emits sparks. You can use this for easily creating buttons which appear to be broken.}}&lt;br /&gt;
{{Entity_flag|256|Touch activates|If set, this func_button can be activated by touching it. This disables activating per use-key.}}&lt;br /&gt;
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== Changes ==&lt;br /&gt;
&lt;br /&gt;
5.0 Steam Release: Added &#039;Inventory Rules&#039;, &#039;Sound Override&#039;, &#039;Locked Sound Override&#039;, &#039;Unlocked Sound Override&#039;,&lt;br /&gt;
&#039;Locked Sentence Override&#039; and &#039;Unlocked Sentence Override&#039; keyvalues.&lt;br /&gt;
5.11: Added &#039;Use Type&#039; keyvalue.&lt;br /&gt;
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{{entity_title}}&lt;br /&gt;
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[[Category:Entities]]&lt;br /&gt;
[[Category:Brush entities]]&lt;/div&gt;</summary>
		<author><name>Loulimi</name></author>
	</entry>
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