Prop floor button: Difference between revisions

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(Updated with data from the official portal2.fgd)
(Added screenshot)
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[[File:prop_floor_button.jpg|right|thumb|In-game screenshot of a prop_floor_button.]]
{{portal2 point|prop_floor_button}}
{{portal2 point|prop_floor_button}}
{{screenshot}}


==Entity description==
==Entity description==

Revision as of 09:29, 12 May 2011

In-game screenshot of a prop_floor_button.

Template:Portal2 point

Entity description

A floor button which is activated by a player or objects.

Keyvalues

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.
Button model ([todo internal name (i)]) <model path>
Button model must have the correct sequences and attachments in order to work as a button.

Inputs

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.
PressIn
Activate the button as if it was pressed, sending it to the bottom position.
PressOut
Unpress the button, sending it to the top position.

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.
OnUnPressed
Called when the button has been unpressed.


OnUnpressed
Fires when unpressed.