Prop button: Difference between revisions
Jump to navigation
Jump to search
Note: See Model entity/Generic Keyvalues, Inputs and Outputs for keyvalues and inputs that affect model rendering.
Note that the following keyvalues are unavailable due to being overridden by game code:
model, sequence, solid, fademindist, fademaxdist, fadescale
It may still be possible to use their associated inputs or AddOutput them.
m (Substituted IO templates) |
m (Classifying as model entity) |
||
Line 2: | Line 2: | ||
{{CD|CPropButton|base=CBaseAnimating|file1=portal2/prop_button.cpp}} | {{CD|CPropButton|base=CBaseAnimating|file1=portal2/prop_button.cpp}} | ||
[[File:prop_button.png|thumb|100px|The pillar style button]] | [[File:prop_button.png|thumb|100px|The pillar style button]] | ||
{{this is a| | {{this is a|model 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]]. | ||
Revision as of 04:33, 19 May 2025
![]() |
---|
CPropButton |
![]() |
prop_button
is a model 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

Note that the following keyvalues are unavailable due to being overridden by game code:
model, sequence, solid, fademindist, fademaxdist, fadescale
It may still be possible to use their associated inputs or AddOutput them.
- 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.