This article relates to the game "Portal 2". Click here for more information.

prop_indicator_panel

From Valve Developer Community
Jump to navigation Jump to search

prop_indicator_panel is a point entity available in Portal 2 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.gifPlacement 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.pngNote:For Old Aperture maps and PortalPortal, 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 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

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.


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