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The corresponding entityDef is atdm:mover_button.

A button is a simple two-state button to trigger things like lights or other movers.

A button specialises the frobmover so that it only fires when it’s fully “pressed”. The default button snaps back to its original position after being pressed, but this behaviour can be overriden by the mapper, of course.

Buttons can also be activated by impulses, e.g. by shooting arrows at them.


  • <no special spawnargs>

Script Events

scriptEvent void Operate();
Call this to "press" the button.

C++ Methods and Events

  • <no special events>