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Wiki » Reference » func_ entities » func_plat
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func_plat

This is an entity, present on Quake, Quake II, 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

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

If the plat is the target of another trigger or button, it will start out disabled in the extended position until it is triggered, when it will lower and become a normal plat.

If the "height" key is set, that will determine the amount the plat moves, instead of being implicitly determined by the model's height. Set "sounds" to one of the following: 1) base fast 2) chain slow

Spawnflags

Flag Bit Description
PLAT_LOW_TRIGGER 1

Keys

Key Description
speed movement speed (default 150)

Editor

Property Value
Type brush entity
Color 0 .5 .8

Quake II

speed default 150

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

If the plat is the target of another trigger or button, it will start out disabled in the extended position until it is trigger, when it will lower and become a normal plat.

If the "height" key is set, that will determine the amount the plat moves, instead of being implicitly determoveinfoned by the model's height.

Set "sounds" to one of the following: 1) base fast 2) chain slow

Spawnflags

Flag Bit Description
PLAT_LOW_TRIGGER 1

Keys

Key Description
speed overrides default 200.
accel overrides default 500
lip overrides default 8 pixel lip

Editor

Property Value
Type brush entity
Color 0 .5 .8
Spawn function SP_func_plat

Quake III Arena

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

Keys

Key Description
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
light constantLight radius

Editor

Property Value
Type brush entity
Color 0 .5 .8
Spawn function SP_func_plat

RTCW Single Player

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

Keys

Key Description
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
light constantLight radius

Editor

Property Value
Type brush entity
Color 0 .5 .8
Spawn function SP_func_plat

RTCW Multiplayer

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

Keys

Key Description
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
light constantLight radius

Editor

Property Value
Type brush entity
Color 0 .5 .8
Spawn function SP_func_plat

Enemy Territory

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

Keys

Key Description
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
light constantLight radius

Editor

Property Value
Type brush entity
Color 0 .5 .8
Spawn function SP_func_plat

DOOM 3

Standard Quake-style platform.

Keys

Key Type Default Description
no_touch bool 0 the plat should not be triggered by the player touching it, only by another trigger.
lip var 8 protrusion above rest position.
height var total height of movement, defaults to model height.
speed var 200 speed to move up and down 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 idPlat -> idMover_Binary -> idEntity -> idClass
Color 0 .5 .8

Script events

Event Declared by
activate idMover_Binary
enable idMover_Binary
disable idMover_Binary
openPortal idMover_Binary
closePortal idMover_Binary
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

Standard Quake-style platform.

Keys

Key Type Default Description
no_touch bool 0 the plat should not be triggered by the player touching it, only by another trigger.
lip var 8 protrusion above rest position.
height var total height of movement, defaults to model height.
speed var 200 speed to move up and down 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 idPlat -> idMover_Binary -> idEntity -> idClass
Color 0 .5 .8

Script events

Event Declared by
activate idMover_Binary
enable idMover_Binary
disable idMover_Binary
openPortal idMover_Binary
closePortal idMover_Binary
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

Standard Quake-style platform.

Keys

Key Type Default Description
no_touch bool 0 the plat should not be triggered by the player touching it, only by another trigger.
lip var 8 protrusion above rest position.
height var total height of movement, defaults to model height.
speed var 200 speed to move up and down 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 idPlat -> idMover_Binary -> idEntity -> idClass
Color 0.3 0.3 0.75

Script events

Event Declared by
activate idMover_Binary
enable idMover_Binary
disable idMover_Binary
openPortal idMover_Binary
closePortal idMover_Binary
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

Last changed Sep 21, 2026
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RELATED GAMES
Quake III Arena
Quake
Quake II
Return to Castle Wolfenstein
Wolfenstein: Enemy Territory
DOOM 3
Quake 4
Prey
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