Prop indicator panel: Difference between revisions
Jump to navigation
Jump to search
Note:For Old Aperture maps and
Portal, use a func_brush with the appropriate texture applied, and an env_texturetoggle to swap the skin.
Placement Tip:The panel appears 1 unit behind the entity origin, so it should be placed to compensate for this. TeamSpen210's Hammer Addons include a custom model for this entity, showing the actual in-game position.
Tip:Indicator panels are generally only used for the exit door, and items with multiple inputs.
m (→Entity description: Adding a bit more) |
(Use TeamSpen's KV and input descriptions, and add additional info) |
||
Line 1: | Line 1: | ||
{{stub}} | {{stub}} | ||
{{portal2 point|prop_indicator_panel}} | {{portal2 point|prop_indicator_panel}} This is the entity used for the blue/orange check-box panels that appear at the end of some modern antlines. It can be set to show a checkmark, or a timer as seen with Pedestal Buttons, and can be switched between the two midway through a map. | ||
{{note|For [[Underground (Portal 2)|Old Aperture]] maps and {{portal}}Portal, use a {{ent|func_brush}} with the appropriate texture applied, and an {{ent|env_texturetoggle}} to swap the skin.}} | |||
{{Placement Tip|The panel appears 1 unit behind the entity origin, so it should be placed to compensate for this. [https://github.com/TeamSpen210/HammerAddons TeamSpen210's Hammer Addons] include a custom model for this entity, showing the actual in-game position.}} | |||
{{tip|Indicator panels are generally only used for the [[prop_testchamber_door|exit door]], and items with multiple inputs.}} | |||
==Keyvalues== | ==Keyvalues== | ||
{{KV|Timer Duration|float|Amount of time the counter will count down}} | {{KV|Timer Duration|float|Amount of time the counter will count down.}} | ||
{{KV|Start visible?|boolean| | {{KV|Start visible?|boolean|Appears non-functional.}} | ||
{{KV|Is a timer|boolean| | {{KV|Is a timer|boolean|Does this start as a checkmark or countdown display? Firing the appropriate inputs will switch the mode automatically.}} | ||
{{KV|Is checked|boolean|If this is a | {{KV|Is checked|boolean|If this is a checkmark sign, whether this starts checked or not.}} | ||
{{KV|Indicator Lights|target_destination|If supplied, assumes this is a group of | {{KV|Indicator Lights|target_destination|If supplied, assumes this is a group of indicator lights to toggle when the indicator is toggled.}} | ||
{{KV Targetname}} | {{KV Targetname}} | ||
{{KV Parentname}} | {{KV Parentname}} | ||
Line 16: | Line 17: | ||
==Inputs== | ==Inputs== | ||
{{IO|Check|Sets the indicator state to be 'checked'.}} | {{IO|Check|Sets the indicator state to be 'checked', switching the screen to tick/cross mode.}} | ||
{{IO|Uncheck|Sets the indicator state to be 'unchecked'.}} | {{IO|Uncheck|Sets the indicator state to be 'unchecked'.}} | ||
{{IO|Start|Start counting down.}} | {{IO|Start|Start counting down, switching the screen to timer mode.}} | ||
{{IO|Stop|Stop the counter at its current value.}} | {{IO|Stop|Stop the counter at its current value.}} | ||
{{IO|Reset|Reset the timer back to its default value.}} | {{IO|Reset|Reset the timer back to its default value.}} |
Revision as of 17:52, 3 December 2019
Template:Portal2 point This is the entity used for the blue/orange check-box panels that appear at the end of some modern antlines. It can be set to show a checkmark, or a timer as seen with Pedestal Buttons, and can be switched between the two midway through a map.




Keyvalues
- Is a timer ([todo internal name (i)]) <boolean>
- Does this start as a checkmark or countdown display? Firing the appropriate inputs will switch the mode automatically.
- Is checked ([todo internal name (i)]) <boolean>
- If this is a checkmark sign, whether this starts checked or not.
- Indicator Lights ([todo internal name (i)]) <targetname>
- If supplied, assumes this is a group of indicator lights to toggle when the indicator is toggled.
- 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
Parentname:
- Parent (parentname) <targetname>
- Specifies a movement parent. An entity will maintain its initial offset from its parent. An attachment point can be added to the end of the name, separated by a comma.
- 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.
Inputs
- Check
- Sets the indicator state to be 'checked', switching the screen to tick/cross mode.
- Uncheck
- Sets the indicator state to be 'unchecked'.
- Start
- Start counting down, switching the screen to timer mode.
- Stop
- Stop the counter at its current value.
- Reset
- Reset the timer back to its default value.
Parentname:
- SetParent <string >
- Move with this entity. See Entity Hierarchy (parenting).
- SetParentAttachment <string >
- Change this entity to attach to a specific attachment point on its parent. The entity will teleport so that the position of its root bone matches that of the attachment. Entities must be parented before being sent this input.
- SetParentAttachmentMaintainOffset <string >
- As above, but without teleporting. The entity retains its position relative to the attachment at the time of the input being received.
- ClearParent
- Removes this entity from the the movement hierarchy, leaving it free to move independently.