Test Sign: Difference between revisions

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(slightly more accurate information about test signs)
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Hammer may indicate that this is invalid, ignore it.
Hammer may indicate that this is invalid, ignore it.


 
By default, this instance creates a sign that displays "00" and "None" for level number and level progress, with no hazard icons. Test sign data appears to be loaded based on the level name, from the file "scripts/vscripts/transitions/sp_lightboard_icons.txt". As this file contains all of the single-player test sign data, it is not yet obvious how to add test signs to custom maps without conflicting with the default files for the main campaign.
As of now we do not have information on how to put information on the sign, this will simply put up a blank sign with "00" as the level number and no description. Please add any information you might have!


[[Category:Portal 2 Tutorials]]
[[Category:Portal 2 Tutorials]]

Revision as of 19:25, 21 May 2011

The Test Sign is a tool used in Portal 2 to hint to the player what elements will be presented in the level, and the progress they have made out of the total amount of levels.


To create a test sign, first place a func_instance on the wall where you wish the sign to be. Then choose the VMF filename "instances/signs/info_sign_sp_clean.vmf". Name it "level_sign" Then place a trigger-texture before the player will run up to the sign and tie it to a trigger_once. Make the output for the trigger_once "On Trigger | level_sign | instance:info_panel_activate_rl;Trigger | none" Hammer may indicate that this is invalid, ignore it.

By default, this instance creates a sign that displays "00" and "None" for level number and level progress, with no hazard icons. Test sign data appears to be loaded based on the level name, from the file "scripts/vscripts/transitions/sp_lightboard_icons.txt". As this file contains all of the single-player test sign data, it is not yet obvious how to add test signs to custom maps without conflicting with the default files for the main campaign.