<target key="target3" name="target3">all entities with a matching targetname will be triggered.</target>
<target key="target4" name="target4">all entities with a matching targetname will be triggered.</target>
<real key="speed" name="speed">speed of button's displacement (default 40).</real>
+<real key="platmovetype" name="platmovetype">movement type (1 = linear, 2 = cosine [default])</real>
<real key="wait" name="wait">number of seconds button stays pressed (default 1, -1 = return immediately).</real>
<real key="lip" name="lip">lip remaining at end of move (default 4 units).</real>
<real key="health" name="health">(default 0) if set to any non-zero value, the button must take damage (any amount) to activate.</real>
<targetname key="targetname" name="targetname">if set, no touch field will be spawned and a remote button or trigger field activates the door.</targetname>
<real key="health" name="health">if set, door must be shot open</real>
<real key="speed" name="speed">movement speed (100 default)</real>
+<real key="platmovetype" name="platmovetype">movement type (1 = linear, 2 = cosine [default])</real>
<real key="wait" name="wait">wait before returning (3 default, -1 = never return)</real>
<real key="lip" name="lip">lip remaining at end of move (8 default)</real>
<real key="dmg" name="dmg">damage to inflict when blocked (when triggered and someone is in the way)</real>
<group name="func_door_secret" color="0 .5 .8">
Basic secret door. Slides back, then to the side. Angle determines direction. Opens when targeted or when shot; does not create its own trigger field like func_door does.
-------- KEYS --------
+<real key="platmovetype" name="platmovetype">movement type (1 = linear, 2 = cosine [default])</real>
<real key="wait" name="wait"># of seconds before coming back</real>
<string key="key1" name="key1">first entity key with one-line description</string>
<string key="key2" name="key2">second entity key with one-line description</string>
Rising platform the player can ride to reach higher places. Plats must always be drawn in the raised position, so they will operate and be lighted correctly but they spawn in the lowered position. The plat will stay in the raised position until the player steps off.
-------- KEYS --------
<real key="speed" name="speed">determines how fast the plat moves (default 150).</real>
+<real key="platmovetype" name="platmovetype">movement type (1 = linear, 2 = cosine [default])</real>
<real key="lip" name="lip">lip remaining at end of move (default 16). Has no effect if "height" is set.</real>
<real key="height" name="height">if set, this will determine the total amount of vertical travel of the plat.</real>
<real key="dmg" name="dmg">damage to inflict on player when he blocks operation of plat. Plat will reverse direction when blocked.</real>
Trains cannot be block-stopped just by getting in their way, the player must be wedged between the train and another obstacle to block it.
-------- KEYS --------
<real key="speed" name="speed">default/initial speed of train (default 100 or overridden by speed value of targeted path_corner)</real>
+<real key="platmovetype" name="platmovetype">movement type (1 = linear, 2 = cosine [default])</real>
<target key="target" name="target">targetname of first path_corner to move to at the default speed; ideally, this path_corner shall be exactly where the train starts</target>
<sound key="noise" name="noise">path/name of .wav or .ogg file to play while moving. Use looping sounds only (e.g. sound/world/drone6.wav - See Notes).</sound>
<real key="dmg" name="dmg">damage a player who gets crushed by it receives</real>