Prop indicator panel: Difference between revisions

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m (→‎Entity description: Adding a bit more)
(Use TeamSpen's KV and input descriptions, and add additional info)
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{{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.


==Entity description==
{{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.}}
It is a tick panel or a timer.
{{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|Whether the timer should be initially visible.}} - (Buggy, see Discussion page)
{{KV|Start visible?|boolean|Appears non-functional.}}
{{KV|Is a timer|boolean|Whether we're a countdown timer or not.}}
{{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 binary indicator, whether this is checked or not.}}
{{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 indicators lights to toggle when the indicator is toggled.}}
{{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}}
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==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

Stub

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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.

Note.pngNote:For Old Aperture maps and PortalPortal, use a func_brush with the appropriate texture applied, and an env_texturetoggle to swap the skin.
PlacementTip.gifPlacement 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.pngTip:Indicator panels are generally only used for the exit door, and items with multiple inputs.

Keyvalues

Timer Duration ([todo internal name (i)]) <float>
Amount of time the counter will count down.
Start visible? ([todo internal name (i)]) <boolean>
Appears non-functional.
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 or target).
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 <stringRedirectInput/string>
Move with this entity. See Entity Hierarchy (parenting).
SetParentAttachment <stringRedirectInput/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 <stringRedirectInput/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.

Outputs