Prop under button
Jump to navigation
Jump to search
Template:Portal2 point It is a button which is activated by player use or by game inputs, for use in underground test chambers. It has the exact same function as prop_button, but with a different model and sound.
Keyvalues
- Delay Before Reset ([todo internal name (i)]) <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? ([todo internal name (i)]) <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? ([todo internal name (i)]) <boolean>
- Buttons that are timer's allow you to reset early - use this to make the button stick for the entire duration.
- Skin ([todo internal name (i)]) <choices>
- Affects the pillar skin. Same as a prop entity's Skin KV.
- 0 : Clean
- 1 : Rusted
Note:This appears to be a holdover from prop_button and has no actual effect because the model used by prop_under_button only has one skin.
- 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
- 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.
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.
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.