prop_testchamber_sign
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prop_testchamber_sign
is a point entity available in Portal 2: Community Edition and
Portal: Revolution.

- The {{{game1}}} parameter is inconsistent with the name defined by the {{Portalrev}} template. This can most likely be fixed by setting the value of the {{{game1}}} parameter to Portal: Revolution.
If a parameter is consistent but you're still seeing this warning, it may be an issue with the template itself. Please discuss it on the template's talk page.
Entity description
A test chamber progress sign. It is identical in look to vgui_screen's sp_progress_screen but is configured directly through entity keyvalues instead of scripts/vscript/transitions/lightboard_startup_sequences.nut
. This means that mappers can place multiple different signs in the same map. It can be used for mods and workshop maps respectively.



Keyvalues
- Enabled (enabled) <boolean>
- Whether or not to start on.
- Level Name (sign_levelname) <string>
- Name of the puzzle to display above the main number.
- Default Startup Sequence (sign_startup_sequence) <string>
- Name of the startup sequence to use. (Typically
normal_flicker, dirty_flicker, broken_flicker
)
- Current Level Number (sign_current) <integer>
- Number of the level you are currently in.
- Total Level Number (sign_total) <integer>
- Number of levels in the testing track.
- Dirt Amount (sign_dirt) <integer>
- Icon 0 Type (sign_icon0name) <string>
- Icon name for sign 0
- Icon 1 Type (sign_icon1name) <string>
- Icon name for sign 1
- Icon 2 Type (sign_icon2name) <string>
- Icon name for sign 2
- Icon 3 Type (sign_icon3name) <string>
- Icon name for sign 3
- Icon 4 Type (sign_icon4name) <string>
- Icon name for sign 4
- Icon 5 Type (sign_icon5name) <string>
- Icon name for sign 5
- Icon 6 Type (sign_icon6name) <string>
- Icon name for sign 6
- Icon 7 Type (sign_icon7name) <string>
- Icon name for sign 7
- Icon 8 Type (sign_icon8name) <string>
- Icon name for sign 8
- Icon 9 Type (sign_icon9name) <string>
- Icon name for sign 9
- 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
- TurnOn
- Turns the sign on. You can optionally set the startup sequence as the parameter. (normal_flicker, dirty_flicker, broken_flicker).
- TurnOff
- Turns the sign off.
- SetCurrentLevel
- Sets the current level number.
- SetTotalLevel
- Sets the total level number.
- SetLevelName
- Sets the name of the level to show.
- SetDirt
- Sets the amount of dirt.
- SetIconActive
- Turns the specified icon on.
- SetIconInactive
- Turns the specified icon off.
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.