func_pendulum
This is an entity, present on Quake III Arena, RTCW Single Player, RTCW Multiplayer, Enemy Territory, DOOM 3, Quake 4 and Prey. Below you can find its spawnflags, keys and editor settings for each game that defines it.
Quake III Arena
You need to have an origin brush as part of this entity. Pendulums always swing north / south on unrotated models. Add an angles field to the model to allow rotation in other directions. Pendulum frequency is a physical constant based on the length of the beam and gravity.
Keys
| Key |
Description |
| model2 |
.md3 model to also draw |
| speed |
the number of degrees each way the pendulum swings, (30 default) |
| phase |
the 0.0 to 1.0 offset in the cycle to start at |
| dmg |
damage to inflict when blocked (2 default) |
| color |
constantLight color |
| light |
constantLight radius |
Editor
| Property |
Value |
| Type |
brush entity |
| Color |
0 .5 .8 |
| Spawn function |
SP_func_pendulum |
RTCW Single Player
You need to have an origin brush as part of this entity. Pendulums always swing north / south on unrotated models. Add an angles field to the model to allow rotation in other directions. Pendulum frequency is a physical constant based on the length of the beam and gravity.
Keys
| Key |
Description |
| model2 |
.md3 model to also draw |
| speed |
the number of degrees each way the pendulum swings, (30 default) |
| phase |
the 0.0 to 1.0 offset in the cycle to start at |
| dmg |
damage to inflict when blocked (2 default) |
| color |
constantLight color |
| light |
constantLight radius |
Editor
| Property |
Value |
| Type |
brush entity |
| Color |
0 .5 .8 |
| Spawn function |
SP_func_pendulum |
RTCW Multiplayer
You need to have an origin brush as part of this entity. Pendulums always swing north / south on unrotated models. Add an angles field to the model to allow rotation in other directions. Pendulum frequency is a physical constant based on the length of the beam and gravity.
Keys
| Key |
Description |
| model2 |
.md3 model to also draw |
| speed |
the number of degrees each way the pendulum swings, (30 default) |
| phase |
the 0.0 to 1.0 offset in the cycle to start at |
| dmg |
damage to inflict when blocked (2 default) |
| color |
constantLight color |
| light |
constantLight radius |
Editor
| Property |
Value |
| Type |
brush entity |
| Color |
0 .5 .8 |
| Spawn function |
SP_func_pendulum |
Enemy Territory
You need to have an origin brush as part of this entity. Pendulums always swing north / south on unrotated models. Add an angles field to the model to allow rotation in other directions. Pendulum frequency is a physical constant based on the length of the beam and gravity.
Keys
| Key |
Description |
| model2 |
.md3 model to also draw |
| speed |
the number of degrees each way the pendulum swings, (30 default) |
| phase |
the 0.0 to 1.0 offset in the cycle to start at |
| dmg |
damage to inflict when blocked (2 default) |
| color |
constantLight color |
| light |
constantLight radius |
Editor
| Property |
Value |
| Type |
brush entity |
| Color |
0 .5 .8 |
| Spawn function |
SP_func_pendulum |
DOOM 3
Pendulums always swing north / south on unrotated models. Add an angles field to the model to allow rotation in other directions.
Pendulum frequency is a physical constant based on the length of the beam and gravity.
Keys
| Key |
Type |
Default |
Description |
| freq |
var |
|
If set, overrides frequency basic on beam length and forces a specific frequency. |
| speed |
var |
30 |
the number of degrees each way the pendulum swings. |
| phase |
var |
0 |
the 0.0 to 1.0 offset in the cycle to start at. |
| dmg |
var |
2 |
damage to inflict when blocked. |
| snd_open |
snd |
|
sound to play when opening. |
| snd_close |
snd |
|
sound to play when closing. |
| snd_opened |
snd |
|
looping sound for it's opened state. |
Editor
| Property |
Value |
| Type |
brush entity |
| Spawn class |
idPendulum -> idMover_Periodic -> idEntity -> idClass |
| Color |
0 .5 .8 |
Script events
| Event |
Declared by |
| getName |
idEntity |
| setName |
idEntity |
| activateTargets |
idEntity |
| numTargets |
idEntity |
| getTarget |
idEntity |
| randomTarget |
idEntity |
| bindToJoint |
idEntity |
| removeBinds |
idEntity |
| bind |
idEntity |
| bindPosition |
idEntity |
| unbind |
idEntity |
| setOwner |
idEntity |
| setModel |
idEntity |
| setSkin |
idEntity |
| getShaderParm |
idEntity |
| setShaderParm |
idEntity |
| setShaderParms |
idEntity |
| setColor |
idEntity |
| getColor |
idEntity |
| isHidden |
idEntity |
| hide |
idEntity |
| show |
idEntity |
| cacheSoundShader |
idEntity |
| startSoundShader |
idEntity |
| startSound |
idEntity |
| stopSound |
idEntity |
| fadeSound |
idEntity |
| getWorldOrigin |
idEntity |
| setWorldOrigin |
idEntity |
| getOrigin |
idEntity |
| setOrigin |
idEntity |
| getAngles |
idEntity |
| setAngles |
idEntity |
| getLinearVelocity |
idEntity |
| setLinearVelocity |
idEntity |
| getAngularVelocity |
idEntity |
| setAngularVelocity |
idEntity |
| getSize |
idEntity |
| setSize |
idEntity |
| getMins |
idEntity |
| getMaxs |
idEntity |
| touches |
idEntity |
| setGuiParm |
idEntity |
| setGuiFloat |
idEntity |
| getNextKey |
idEntity |
| setKey |
idEntity |
| getKey |
idEntity |
| getIntKey |
idEntity |
| getFloatKey |
idEntity |
| getVectorKey |
idEntity |
| getEntityKey |
idEntity |
| restorePosition |
idEntity |
| distanceTo |
idEntity |
| distanceToPoint |
idEntity |
| startFx |
idEntity |
| waitFrame |
idEntity |
| wait |
idEntity |
| hasFunction |
idEntity |
| callFunction |
idEntity |
| setNeverDormant |
idEntity |
| setGui |
idEntity |
| precacheGui |
idEntity |
| getGuiParm |
idEntity |
| getGuiParmFloat |
idEntity |
| guiNamedEvent |
idEntity |
| remove |
idClass |
 |
Quake 4
Pendulums always swing north / south on unrotated models. Add an angles field to the model to allow rotation in other directions.
Pendulum frequency is a physical constant based on the length of the beam and gravity.
Keys
| Key |
Type |
Default |
Description |
| freq |
var |
|
If set, overrides frequency basic on beam length and forces a specific frequency. |
| speed |
var |
30 |
the number of degrees each way the pendulum swings. |
| phase |
var |
0 |
the 0.0 to 1.0 offset in the cycle to start at. |
| dmg |
var |
2 |
damage to inflict when blocked. |
| snd_open |
snd |
|
sound to play when opening. |
| snd_close |
snd |
|
sound to play when closing. |
| snd_opened |
snd |
|
looping sound for it's opened state. |
Editor
| Property |
Value |
| Type |
brush entity |
| Spawn class |
idPendulum -> idMover_Periodic -> idEntity -> idClass |
| Color |
0 .5 .8 |
Script events
| Event |
Declared by |
| getName |
idEntity |
| setName |
idEntity |
| activateTargets |
idEntity |
| numTargets |
idEntity |
| getTarget |
idEntity |
| randomTarget |
idEntity |
| bindToJoint |
idEntity |
| removeBinds |
idEntity |
| bind |
idEntity |
| bindPosition |
idEntity |
| unbind |
idEntity |
| setOwner |
idEntity |
| setModel |
idEntity |
| setSkin |
idEntity |
| getShaderParm |
idEntity |
| setShaderParm |
idEntity |
| setShaderParms |
idEntity |
| setColor |
idEntity |
| getColor |
idEntity |
| isHidden |
idEntity |
| hide |
idEntity |
| show |
idEntity |
| cacheSoundShader |
idEntity |
| startSoundShader |
idEntity |
| startSound |
idEntity |
| stopSound |
idEntity |
| fadeSound |
idEntity |
| getWorldOrigin |
idEntity |
| setWorldOrigin |
idEntity |
| getOrigin |
idEntity |
| setOrigin |
idEntity |
| getAngles |
idEntity |
| setAngles |
idEntity |
| getLinearVelocity |
idEntity |
| setLinearVelocity |
idEntity |
| getAngularVelocity |
idEntity |
| setAngularVelocity |
idEntity |
| getSize |
idEntity |
| setSize |
idEntity |
| getMins |
idEntity |
| getMaxs |
idEntity |
| touches |
idEntity |
| setGuiParm |
idEntity |
| setGuiFloat |
idEntity |
| getNextKey |
idEntity |
| setKey |
idEntity |
| getKey |
idEntity |
| getIntKey |
idEntity |
| getFloatKey |
idEntity |
| getVectorKey |
idEntity |
| getEntityKey |
idEntity |
| restorePosition |
idEntity |
| distanceTo |
idEntity |
| distanceToPoint |
idEntity |
| startFx |
idEntity |
| waitFrame |
idEntity |
| wait |
idEntity |
| hasFunction |
idEntity |
| callFunction |
idEntity |
| setNeverDormant |
idEntity |
| clearSkin |
idEntity |
| setContents |
idEntity |
| getLastBlocker |
idEntity |
| playEffect |
idEntity |
| stopEffect |
idEntity |
| stopAllEffects |
idEntity |
| getHealth |
idEntity |
| hideSurface |
idEntity |
| showSurface |
idEntity |
| guiEvent |
idEntity |
| playbackCallback |
idEntity |
| getBindMaster |
idEntity |
| applyImpulse |
idEntity |
| removeNullTargets |
idEntity |
| isA |
idEntity |
| isSameTypeAs |
idEntity |
| matchPrefix |
idEntity |
| clearTargetList |
idEntity |
| appendTarget |
idEntity |
| removeTarget |
idEntity |
| setHealth |
idEntity |
| remove |
idClass |
 |
Prey
Pendulums always swing north / south on unrotated models. Add an angles field to the model to allow rotation in other directions.
Pendulum frequency is a physical constant based on the length of the beam and gravity.
Keys
| Key |
Type |
Default |
Description |
| freq |
var |
|
If set, overrides frequency basic on beam length and forces a specific frequency. |
| speed |
var |
30 |
the number of degrees each way the pendulum swings. |
| phase |
var |
0 |
the 0.0 to 1.0 offset in the cycle to start at. |
| dmg |
var |
2 |
damage to inflict when blocked. |
| snd_open |
snd |
|
sound to play when opening. |
| snd_close |
snd |
|
sound to play when closing. |
| snd_opened |
snd |
|
looping sound for it's opened state. |
Editor
| Property |
Value |
| Type |
brush entity |
| Spawn class |
idPendulum -> idMover_Periodic -> idEntity -> idClass |
| Color |
0.3 0.3 0.75 |
Script events
| Event |
Declared by |
| moveToJoint |
idEntity |
| moveToJointWeighted |
idEntity |
| moveJointToJoint |
idEntity |
| moveJointToJointOffset |
idEntity |
| setSkin |
idEntity |
| spawnDebris |
idEntity |
| delayDamageEntity |
idEntity |
| dispose |
idEntity |
| setDeformation |
idEntity |
| setFloatKey |
idEntity |
| setVectorKey |
idEntity |
| setEntityKey |
idEntity |
| playerCanSee |
idEntity |
| setContents |
idEntity |
| setClipmask |
idEntity |
| setPortalCollision |
idEntity |
| killbox |
idEntity |
| getName |
idEntity |
| setName |
idEntity |
| findTargets |
idEntity |
| activateTargets |
idEntity |
| numTargets |
idEntity |
| getTarget |
idEntity |
| randomTarget |
idEntity |
| bindToJoint |
idEntity |
| removeBinds |
idEntity |
| bind |
idEntity |
| bindPosition |
idEntity |
| unbind |
idEntity |
| setOwner |
idEntity |
| setModel |
idEntity |
| getShaderParm |
idEntity |
| setShaderParm |
idEntity |
| setShaderParms |
idEntity |
| setColor |
idEntity |
| getColor |
idEntity |
| isHidden |
idEntity |
| hide |
idEntity |
| show |
idEntity |
| cacheSoundShader |
idEntity |
| startSoundShader |
idEntity |
| startSound |
idEntity |
| stopSound |
idEntity |
| fadeSound |
idEntity |
| getWorldOrigin |
idEntity |
| setWorldOrigin |
idEntity |
| getOrigin |
idEntity |
| setOrigin |
idEntity |
| getAngles |
idEntity |
| setAngles |
idEntity |
| getLinearVelocity |
idEntity |
| setLinearVelocity |
idEntity |
| getAngularVelocity |
idEntity |
| setAngularVelocity |
idEntity |
| getSize |
idEntity |
| setSize |
idEntity |
| getMins |
idEntity |
| getMaxs |
idEntity |
| touches |
idEntity |
| setGuiParm |
idEntity |
| setGuiFloat |
idEntity |
| getNextKey |
idEntity |
| setKey |
idEntity |
| getKey |
idEntity |
| getIntKey |
idEntity |
| getFloatKey |
idEntity |
| getVectorKey |
idEntity |
| getEntityKey |
idEntity |
| restorePosition |
idEntity |
| updateCameraTarget |
idEntity |
| distanceTo |
idEntity |
| distanceToPoint |
idEntity |
| startFx |
idEntity |
| waitFrame |
idEntity |
| wait |
idEntity |
| hasFunction |
idEntity |
| callFunction |
idEntity |
| setNeverDormant |
idEntity |
| playRumble |
idEntity |
| stopRumble |
idEntity |
| remove |
idClass |