prop_indicator_panel
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.
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:For Old Aperture maps and Portal, use a
func_brush
with the appropriate texture applied, and an env_texturetoggle
to swap the skin.Keyvalues
- Timer Duration
([todo internal name (i)])
<float> - Amount of time the counter will count down.
- Start visible?
([todo internal name (i)])
<boolean> - Appears non-functional.
- Is a timer
([todo internal name (i)])
<boolean> - Does this start as a checkmark or countdown display? Firing the appropriate inputs will switch the mode automatically.
- Is checked
([todo internal name (i)])
<boolean> - If this is a checkmark sign, whether this starts checked or not.
- Indicator Lights
([todo internal name (i)])
<targetname> - If supplied, assumes this is a group of indicator lights to toggle when the indicator is toggled.
- 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.
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
Check
- Sets the indicator state to be 'checked', switching the screen to tick/cross mode.
Uncheck
- Sets the indicator state to be 'unchecked'.
Start
- Start counting down, switching the screen to timer mode.
Stop
- Stop the counter at its current value.
Reset
- Reset the timer back to its default value.
CBaseEntity:
AddContext
<string>- Adds to the entity's list of response contexts. See Context.
AddOutput
<string>- Assigns a new keyvalue/output on this entity. For keyvalues, some rely on extra necessary code to be ran and won't work if its simply just changed through this input. There is a strict format that must be followed:
// Format of changing KeyValues: "AddOutput [key] [value]"
//// Raw text:
"OnUser1" "!self,AddOutput,targetname new_name"
// Format of adding an Output: "AddOutput {targetname}:{inputname}:{parameter}:{delay}:{max times to fire, -1 means infinite}"
//// Raw text:
"OnUser1" "!self,AddOutput,OnUser1:SetParent:!activator:0.0:-1"
// Arguments can be left blank, but the empty blank should still be contained.
//// Raw text:
"OnUser1" "!self,AddOutput,OnUser1:ClearParent::0.0:-1"
|
ClearContext
- Removes all contexts from this entity's list.
ClearParent
- Removes this entity from the movement hierarchy, leaving it free to move independently.
FireUser1
toFireUser4
- Fires the respective
OnUser
outputs; see User Inputs and Outputs.
Kill
- Removes this entity and any entities parented to it from the world.
KillHierarchy
- Functions the same as
Kill
, although this entity and any entities parented to it are killed on the same frame, being marginally faster thanKill
input.
RemoveContext
<string>- Remove a context from this entity's list. The name should match the key of an existing context.
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.
DispatchEffect
<string> (removed since ) !FGD- Dispatches a special effect from the entity's origin; See also List of Client Effects. Replaced by the particle system since .
RunScriptFile
<script> (in all games since ) (also in )- 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 ) (also in )- 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.
CallScriptFunction
<string> (in all games since ) (also in ) !FGD- Calls a VScript function defined in the scope of the receiving entity.
TerminateScriptScope
(only in ) !FGD- Destroys the script scope of the receiving entity.
SetLocalOrigin
<coordinates> (in all games since ) !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.
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
Targetname:
OnUser1
toOnUser4
- These outputs each fire in response to the firing of the like-numbered
FireUser1
toFireUser4
Input; see User Inputs and Outputs.