Prop button: Difference between revisions
		
		
		
		
		
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 Note: See Model entity/Generic Keyvalues, Inputs and Outputs for keyvalues and inputs that affect model rendering.
Note: See Model entity/Generic Keyvalues, Inputs and Outputs for keyvalues and inputs that affect model rendering. 
Note that the following keyvalues are unavailable due to being overridden by game code:
model, sequence, solid, fademindist, fademaxdist, fadescale
It may still be possible to use their associated inputs or AddOutput them.
		
	
| SirYodaJedi (talk | contribs) No edit summary | m (→Keyvalues) | ||
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| {{ | {{tabsBar|main=prop_button}} | ||
| {{CD|CPropButton|base=CBaseAnimating|file1=portal2/prop_button.cpp}} | {{CD|CPropButton|base=CBaseAnimating|file1=portal2/prop_button.cpp}} | ||
| [[File:prop_button.png|thumb|100px|The pillar style button]] | [[File:prop_button.png|thumb|100px|The pillar style button]] | ||
| {{this is a| | {{this is a|model entity|name=prop_button|game=Portal 2}}   | ||
| It is a pillar style button. It acts the same as the [[func_button]] brush and is used as a player activated entity which triggers events in the game. For Old Aperture maps, use [[prop_under_button]]. | It is a pillar style button. It acts the same as the [[func_button]] brush and is used as a player activated entity which triggers events in the game. For Old Aperture maps, use [[prop_under_button]]. | ||
| ==Keyvalues== | ==Keyvalues== | ||
| {{studio rendering note|model, sequence, solid, fademindist, fademaxdist, fadescale}} | |||
| {{KV Targetname}} | {{KV Targetname}} | ||
| {{KV|Delay Before Reset|intn=Delay|float|Amount of time, in seconds, after the button has been pressed before it returns to the starting position. Once it has returned, it can be used again.}} | {{KV|Delay Before Reset|intn=Delay|float|Amount of time, in seconds, after the button has been pressed before it returns to the starting position. Once it has returned, it can be used again.}} | ||
| Line 13: | Line 14: | ||
| :* 0 : Clean | :* 0 : Clean | ||
| :* 1 : Rusted | :* 1 : Rusted | ||
| ==Inputs== | ==Inputs== | ||
| {{ | {{I|Press|Cause the button to be pressed.}} | ||
| {{ | {{I|Lock|Locks the button.}} | ||
| {{ | {{I|UnLock|UnLocks the button.}} | ||
| {{ | {{I|CancelPress|Causes the button to reset quietly and without firing OnButtonReset outputs.}} | ||
| ==Outputs== | ==Outputs== | ||
| {{ | {{O|OnPressed|Called when the button has been pressed.}} | ||
| {{ | {{O|OnPressedBlue|Called in Coop when the button has been pressed by the Blue player.}} | ||
| {{ | {{O|OnPressedOrange|Called in Coop when the button has been pressed by the Orange player.}} | ||
| {{ | {{O|OnButtonReset|Called when the button has reset after being pressed.}} | ||
| == See also == | == See also == | ||
| Line 35: | Line 32: | ||
| *[[Env_instructor_hint]] | *[[Env_instructor_hint]] | ||
| [[Category:Prop entities]] | [[Category:Prop entities|button]] | ||
Latest revision as of 15:21, 1 September 2025
|  Class hierarchy | 
|---|
| CPropButton | 
|  portal2/prop_button.cpp | 
prop_button  is a   model entity  available in  Portal 2. 
It is a pillar style button. It acts the same as the func_button brush and is used as a player activated entity which triggers events in the game. For Old Aperture maps, use prop_under_button.
 Portal 2. 
It is a pillar style button. It acts the same as the func_button brush and is used as a player activated entity which triggers events in the game. For Old Aperture maps, use prop_under_button.
Keyvalues
 Note: See Model entity/Generic Keyvalues, Inputs and Outputs for keyvalues and inputs that affect model rendering.
Note: See Model entity/Generic Keyvalues, Inputs and Outputs for keyvalues and inputs that affect model rendering. Note that the following keyvalues are unavailable due to being overridden by game code:
model, sequence, solid, fademindist, fademaxdist, fadescale
It may still be possible to use their associated inputs or AddOutput them.
- Name (targetname) <string>[ Edit ]
- The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g. parentnameortarget).
 Also displayed in Hammer's 2D views and Entity Report.See also: Generic Keyvalues, Inputs and Outputs available to all entities
- Delay Before Reset (Delay) <float>
- Amount of time, in seconds, after the button has been pressed before it returns to the starting position. Once it has returned, it can be used again.
- Play timer sound? (istimer) <boolean>
- If set, this button will play timer sounds while button is depressed. This allows fast reset by default - use Prevent fast reset to stop this.
- Prevent fast reset? (preventfastreset) <boolean>
- Buttons that are timer's allow you to reset early - use this to make the button stick for the entire duration.
- Skin (skin) <choices>
- Affects the pillar skin. Same as a prop entity's Skin KV.
- 0 : Clean
- 1 : Rusted
 
Inputs
- Press
- Cause the button to be pressed.
- Lock
- Locks the button.
- UnLock
- UnLocks the button.
- CancelPress
- Causes the button to reset quietly and without firing OnButtonReset outputs.
Outputs
- OnPressed
- Called when the button has been pressed.
- OnPressedBlue
- Called in Coop when the button has been pressed by the Blue player.
- OnPressedOrange
- Called in Coop when the button has been pressed by the Orange player.
- OnButtonReset
- Called when the button has reset after being pressed.
