prop_testchamber_sign
prop_testchamber_sign
is a point entity available in Portal 2: Community Edition.
Contents
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.
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
Targetname:
- Name
(targetname)
<string> - The targetname that other entities refer to this entity by.
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.
Angles:
- 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.
Base:
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 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.
DispatchResponse
<string> !FGD- Dispatches a response to the entity. See Response and Concept.
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. Bug:In Hammer, using string arguments will corrupt the VMF file's structure, making the file unviewable for the next Hammer session.Fix:Remove the string argument manually with a text editor.
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 receving 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.