Prop button: Difference between revisions
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{{portal2 point|prop_button}} | {{portal2 point|prop_button}} | ||
==Entity | ==Entity description== | ||
A pillar style button. It acts the same as the [[func_button]] brush. It is used as a player activated entity which triggers events in the game. | A pillar style button. It acts the same as the [[func_button]] brush. It is used as a player activated entity which triggers events in the game. | ||
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{{KV Angles}} | {{KV Angles}} | ||
{{KV Studiomodel}} | {{KV Studiomodel}} | ||
{{KV|Delay|integer|Delay before the button fires Outputs after being pressed, in seconds.}} | |||
{{KV|Is Timer|boolean}} | |||
==Inputs== | ==Inputs== | ||
{{I Targetname}} | {{I Targetname}} | ||
{{IO|PressIn|Presses the button.}} | |||
{{IO|PressOut|Releases the button.}} | |||
==Outputs== | ==Outputs== | ||
{{IO|OnPressed|Fired when the button is pressed. {{activator|activator}}}} | |||
{{IO|OnUnpressed|Fired when the button is released. {{activator|activator}}}} | |||
== See also == | == See also == | ||
*[[Button (Portal 2)]] | *[[Button (Portal 2)]] | ||
*[[Portal 2 Level Creation]] | *[[Portal 2 Level Creation]] |
Revision as of 15:01, 3 May 2011
Entity description
A pillar style button. It acts the same as the func_button brush. It is used as a player activated entity which triggers events in the game.
Keyvalues
- Name (targetname) <string>[ Edit ]
- The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g.
parentname
ortarget
).
Also displayed in Hammer's 2D views and Entity Report.See also: Generic Keyvalues, Inputs and Outputs available to all entities
- Pitch Yaw Roll (Y Z X) (angles) <QAngle>
- This entity's orientation in the world. Pitch is rotation around the Y axis, yaw is the rotation around the Z axis, roll is the rotation around the X axis.
- World Model (model) <model path>
- The model this entity should appear as. 128-character limit.
- Skin (skin) <integer>
- Some models have multiple skins. This value selects from the index, starting with 0. May be overridden by game code.
Tip:Hammer's model browser automatically updates this value if you use it to view different skins.
- Model Scale (modelscale) <float> (in all games since
) (also in
)
- A multiplier for the size of the model.
Tip:In
Hammer++ with a prop selected in 3D view, hold Ctrl and scroll the mouse wheel to change the modelscale in increments of 0.5. Holding ⇧ Shift will scale it in smaller increments of 0.05.
- Bodygroup (body / SetBodyGroup) <integer>
- Some models have multiple submodels. This value selects from the index, starting with 0. May be overridden by animations and/or game code.
Note:If both body and SetBodyGroup are present (even if set to 0), body will be prioritized.
- Sequence (sequence) <integer> !FGD
- Default animation sequence for the model to be playing after spawning. May be overridden by game code.
- Lighting Origin (lightingorigin) <targetname>
- Select an entity (not info_lighting!) from which to sample lighting and cubemaps instead of the entity's $illumposition.
Shadow:
- Disable Shadows (disableshadows) <boolean>
- Prevents the entity from creating cheap render-to-texture shadows, or lightmap shadows if the entity is a prop_static. Does not affect shadow mapping.
- Disable Receiving Shadows (disablereceiveshadows) <boolean>
- Prevent the entity from receiving dynamic shadows on itself.
- Shadow Cast Distance (shadowcastdist) <integer> !FGD
- Sets how far the entity casts dynamic shadows. 0 means default distance from the shadow_control entity.
- Disable Shadow Depth (disableshadowdepth) <boolean> (in all games since
)
- Used to disable rendering into shadow depth (for projected textures) for this entity.
- Disable flashlight (disableflashlight) <boolean> (in all games since
)
- Used to disable projected texture lighting and shadows on this entity.
- Projected Texture Cache (shadowdepthnocache) <integer choices> (in all games since
)
- Used to hint projected texture system whether it is sufficient to cache shadow volume of this entity or to force render it every frame instead.
Choices - 0 : Default
- 1 : No cache - render every frame
- 2 : Cache it - render only once
- Render in Fast Reflections (drawinfastreflection) <boolean> (in all games since
)
- If enabled, this entity will render in fast water reflections (i.e. when a water material specifies
$reflectonlymarkedentities
) and in the world impostor pass.
- Delay ([todo internal name (i)]) <integer>
- Delay before the button fires Outputs after being pressed, in seconds.
Inputs
- PressIn
- Presses the button.
- PressOut
- Releases the button.
Outputs
- OnPressed
- Fired when the button is pressed. (!activator is the activator)
- OnUnpressed
- Fired when the button is released. (!activator is the activator)