A brush entity, which rotates constantly. Can be disabled and enabled, at which it may accelerate/decelerate.
- 1: "Start on": If set, this func_rotating starts enabled.
- 2: "Reverse direction": If set, this inverts the rotation direction.
- 4: "X-axis": If set, this will rotate around the x-axis.
- 8: "Y-axis": If set, this will rotate around the y-axis.
- 16: "Acc/Dcc": If set, the func_rotating will smoothly accelerate and decelerate when turned on/off, based on the friction value.
- 32: "Fan pain": If set, the func_rotating will inflict damage when touched, instead of only when blocked by something.
- 64: "Not solid": Removes solidity from this func_rotating, making it harmless.
- 128: "Small radius": Small sound radius. Can be combined for 'Medium radius' and 'Large radius'.
- 256: "Medium radius": Medium sound radius. Can be combined for 'Small radius' and 'Large radius'.
- 512: "Large radius": Large sound radius. Can be combined for 'Small radius' and 'Medium radius'.
- "Rotation speed", speed :
- Rotation speed in degrees per second. E.g., '360' would make it do one whole turn per second, regardless of its size.
- "Volume", volume :
- Set the volume of the sound emitted by the func_rotating. Volume value ranges from 0 to 10.
- "Friction", fanfriction :
- Set the friction to be used when the 'Acc/Dcc'-flag is set. Ranges from 0 to 100. Avoid 0 and 100. Theoretically, greater friction means longer spin-up time and shorter spin-down time. However, in game, greater friction means faster spin-up time and faster spin-down time.
- "Fan sounds", sounds :
- Set the sound to be played while the func_rotating is activated.
- "WAV name", message :
- Allows you to specify a custom rotation-sound.
- "Delay before trigger", delay :
- The delay between the button being used/triggered and it triggering its own target.
- "Damage inflicted when blocked", dmg :
- Set the amount of damage to inflict on the object blocking the func_rotation's rotation.
- Func_rotating won't react to frequent triggering properly. It might stay in whatever state it is when triggered consecutively.
- The entity might start to behave unexpectedly after many rotations. You can fix this by taking its angles modulo 360.0 using a trigger_copyvalue.