Level Editor/Panels/Inspector
The inspector is the Selection Properties panel on the right. It shows the settings of what you have selected and lets you change them. The entity pages list every setting each kind of object has.
Above it, Tool Properties shows the settings of the tool you are using. Those are described on each tool's page.
Using it
- Select something. Its settings appear, in groups with headers you can fold. With nothing selected the panel says (no selection).
- Filter Properties: type part of a setting's name to show only matching settings.
- Change a value and it applies at once, as one undo step.
- With several things selected, the inspector shows the first one's values and a change applies to every selected object that has that setting.
- A setting that differs from its default shows a revert arrow (Revert to default value); click it to put the default back.
- Values update while you drag things in the viewport, and after undo.
Every object has its position, rotation (in degrees) and scale at the top. Names are not changed here: rename in the scene tree.
Kinds of field
| Field | How to use it |
|---|---|
| Check box | Click to turn on or off. |
| Number | Type a value, or drag on the field. Many fields have a unit after the number (m, s, °, m/s, hp). |
| Text | Type and press Enter or click away. |
| Color | Click to open a color picker. |
| List | Click to choose one of the options. |
| X, Y, Z | Three numbers for a position, size or direction. |
| Layers | A grid of 20 numbered toggles (collision layers and masks, navigation layers). Each lit button is one layer. |
| Resource (sound, texture) | A button with the current file, or (none). Click it to open Pick Resource, which lists the assets you have imported of that kind; Import External File… adds a new one from your computer. x clears it. |
| Game sound | One of the game's own sounds, in a list you can type into to search. The first entry is none. |
| Model (props) | The model a prop shows. Click it to pick another; the prop keeps where it stands, its name and its collision settings. See Prop. |
| Texture (decals) | The material a decal lays, with its picture; click to pick another, or type a TF2 link into the field under it. See Decal. |
| Team Models / Team variants | What a mirrored copy shows on each team's side. See Mirrored maps. |
| Node | A button naming another object in the map, chosen from a list (a Mirror Node's Source Path). |
| Outputs | The panel of outputs a zone, door, button or logic entity fires. See below. |
| Preview | A door's Play button. See Door. |
Outputs
Zones, doors, buttons, relays, timers and counters have an Outputs group: what they fire, and at whom, when something happens to them. It says how many outputs there are (0 outputs), and with none, No outputs. Add one to fire another entity's input (a door's Open, a relay's Trigger) when this one's event happens.
Click Add Output to add a row. Each row reads like a sentence:
| Part | What it is |
|---|---|
| On | The event of this entity that fires the output (for a zone: OnEnter, OnExit, OnFirstEnter, OnLastExit, OnUse). |
| → and the name field | The name of the entity the input goes to. Every entity of that name takes it. Type it, or click ▾ to pick one of the map's named entities. !self is this entity. |
| Input | The input the target takes, from the list the target's kind accepts (a door's Open, a relay's Trigger...). |
| parameter | The number some inputs take (Add 5, SetValue 0, RefireTime 2.5). Left empty on a counter's OutValue, the counter's value is passed along. |
| Delay (s) | Seconds after the event before the input lands, 0 to 3600. |
| Once | Fire only the first time. |
| Team | Anyone, Team 1 or Team 2: fire only for an activator (the player who set it off) on that team. |
| ✕ | Remove this output. |
Each change is one undo step. The whole system is explained on Outputs and logic.