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[Portal 2] prop_indicator_panel is a point entity available in Portal 2. This is the entity used for the blue/orange check-box panels that appear at the end of some modern antlines. It can be set to show a checkmark, or a timer as seen with Pedestal Buttons, and can be switched between the two midway through a map. These can be used in place of an env_texturetoggle for any set of antlines, but they are generally only visible to the player in three cases:

  • Any inputs to the exit door.
  • Multiple inputs to a single item.
  • Indicator lights that do not reach all the way to the target item; for example, if the item is suspended in the middle of goo.
Placementtip.gif Placement Tip: The panel appears 1 unit behind the entity origin, so it should be placed to compensate for this. TeamSpen210's Hammer Addons include a custom model for this entity, showing the actual in-game position.
Note.png Note: For Old Aperture maps and [Portal]Portal, use a func_brush with the appropriate texture applied, and an env_texturetoggle to swap the skin.


Timer Duration <float>
Amount of time the counter will count down.
Start visible? <boolean>
Appears non-functional.
Is a timer <boolean>
Does this start as a checkmark or countdown display? Firing the appropriate inputs will switch the mode automatically.
Is checked <boolean>
If this is a checkmark sign, whether this starts checked or not.
Indicator Lights <targetname>
If supplied, assumes this is a group of indicator lights to toggle when the indicator is toggled.


Name (targetname) <string>
The targetname that other entities refer to this entity by.
Entity Scripts (vscripts) <scriptlist> (in all games since <Left 4 Dead 2>)
Space delimited list of VScript files (without file extension) that are executed after all entities have spawned. The scripts are all executed in the same script scope, later ones overwriting any identical variables and functions.
Script think function (thinkfunction) <string> (in all games since <Left 4 Dead 2>)
Name of a function in this entity's script which will be called automatically every 100 milliseconds (ten times a second) for the duration of the script. It can be used to create timers or to simulate autonomous behavior. The return value (if present) will set the time until the next call.
Note.png Note: Try to avoid expensive operations in this function, as it may cause performance problems.


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.


Sets the indicator state to be 'checked', switching the screen to tick/cross mode.
Sets the indicator state to be 'unchecked'.
Start counting down, switching the screen to timer mode.
Stop the counter at its current value.
Reset the timer back to its default value.


Removes this entity from the world.
Removes this entity and its children from the world.
Note.png Note: Entities already remove orphaned children upon being removed, but this input removes all children on the same frame, being marginally faster than Kill.
AddOutput <string>
Adds a keyvalue/output to this entity. It can be potentially very dangerous, use with care.
KV Format: <key> <value>
I/O Format: <output name> <targetname>:<inputname>:<parameter>:<delay>:<max times to fire, -1 means infinite>
FireUser1 to FireUser4
Fire the OnUser outputs; see User Inputs and Outputs.
Use  !FGD
Same as a player invoking +use; may not do anything depending on the entity. Can also be invoked by firing an output that does not specify an input.
RunScriptFile <script> (in all games since <Left 4 Dead 2>)
Execute a VScript file from disk, without file extension. The script contents are merged with the script scope of the receiving entity.
RunScriptCode <string> (in all games since <Left 4 Dead 2>)
Execute a string of VScript source code in the scope of the entity receiving the input. String quotation may be needed when fired via console.
Bug.png Bug: In <Left 4 Dead 2>, the code is executed in the script scope of the entity that fires the output, not the one receiving the input.
Warning.png Warning: Never try to pass string parameters to a script function with this input. It will corrupt the VMF structure because of the nested quotation marks, which then must be removed manually with a text editor.
CallScriptFunction <string> (in all games since <Left 4 Dead 2>) !FGD
Execute a VScript function in the scope of the receiving entity.
SetLocalOrigin <coordinates> (in all games since <Alien Swarm>) !FGD
Send this entity to a spot in the map. If the entity is parented to something, it will be offset from the parent by this amount.
SetLocalAngles <angles> (in all games since <Alien Swarm>) !FGD
Set this entity's angles.


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.
Removes this entity from the the movement hierarchy, leaving it free to move independently.



OnUser1 to OnUser4
These outputs each fire in response to the firing of the like-numbered FireUser1 to FireUser4 Input; see User Inputs and Outputs.
OnKilled  (only in <Left 4 Dead><Left 4 Dead 2>)
This output fires when the entity is killed and removed from the game.