Prop button: Difference between revisions
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[[File:prop_button.png|thumb|100px|The pillar style button]] | [[File:prop_button.png|thumb|100px|The pillar style button]] | ||
{{this is a|point entity|name=prop_button|game=Portal 2}} | {{this is a|point 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== | ||
{{KV|Delay Before Reset|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 Targetname}} | ||
{{KV|Play timer sound?|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.}} | {{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|Prevent fast reset?|boolean|Buttons that are timer's allow you to reset early - use this to make the button stick for the entire duration.}} | {{KV|Play timer sound?|intn=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.}} | ||
{{KV|Skin|choices|Affects the pillar skin. Same as a prop entity's Skin KV. }} | {{KV|Prevent fast reset?|intn=preventfastreset|boolean|Buttons that are timer's allow you to reset early - use this to make the button stick for the entire duration.}} | ||
{{KV|Skin|intn=skin|choices|Affects the pillar skin. Same as a prop entity's Skin KV. }} | |||
:* 0 : Clean | :* 0 : Clean | ||
:* 1 : Rusted | :* 1 : Rusted | ||
{{KV|Solid|boolean|Makes the button non-solid to objects and the player. It can still be pressed like normal.|nofgd=1}} | {{KV|Solid|boolean|Makes the button non-solid to objects and the player. It can still be pressed like normal.|nofgd=1}} | ||
==Inputs== | ==Inputs== | ||
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{{IO|UnLock|UnLocks the button.}} | {{IO|UnLock|UnLocks the button.}} | ||
{{IO|CancelPress|Causes the button to reset quietly and without firing OnButtonReset outputs.}} | {{IO|CancelPress|Causes the button to reset quietly and without firing OnButtonReset outputs.}} | ||
==Outputs== | ==Outputs== | ||
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{{IO|OnPressedOrange|Called in Coop when the button has been pressed by the Orange player.}} | {{IO|OnPressedOrange|Called in Coop when the button has been pressed by the Orange player.}} | ||
{{IO|OnButtonReset|Called when the button has reset after being pressed.}} | {{IO|OnButtonReset|Called when the button has reset after being pressed.}} | ||
== See also == | == See also == |
Revision as of 13:44, 19 August 2024
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CPropButton |
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prop_button
is a point 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.
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
- 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
- Solid ([todo internal name (i)]) <boolean> !FGD
- Makes the button non-solid to objects and the player. It can still be pressed like normal.
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.