prop_button
Class hierarchy |
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CPropButton |
portal2/prop_button.cpp
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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.
Contents
Keyvalues
- Name
(targetname)
<string> - 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.
Studiomodel:
Shadow:
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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.