prop_testchamber_sign

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

prop_testchamber_sign in Portal 2: Community Edition

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.

Icon-Bug.pngBug:The display on the testchamber sign will often appear too dark as compared to a traditional vgui testchamber sign. This bug has had multiple attempts to be fixed but the developers of Portal 2: Community Edition do not yet understand why this is the case.  (tested in: Portal 2: Community Edition, Portal: Revolution)

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>
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) <angle>
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.

Outputs