Difference between revisions of "Game text quick"

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{{oc ent}}
 
== Entity Description ==
 
== Entity Description ==
  
 
An entity that displays text on screen. The text can be defined in the Hammer Editor. The difference between game_text and game_text_quick is, that you can trigger the message you want to show on screen through the Input/Output-System.
 
An entity that displays text on screen. The text can be defined in the Hammer Editor. The difference between game_text and game_text_quick is, that you can trigger the message you want to show on screen through the Input/Output-System.
 
The game_text_quick entity helps in many ways, mainly to save ent_data in huge maps and ease complex game_text In-/Outputrelations into one step.
 
The game_text_quick entity helps in many ways, mainly to save ent_data in huge maps and ease complex game_text In-/Outputrelations into one step.
*<span style="color:red">'''Warning:'''</span> Don't use quotation characters (") in the Text Message field (not even \" characters). It will cause fatal errors with opening and/or compiling your map and may need to be fixed by manually editing the VMF in a text editor. Instead, use use detailed quotes (i.e. “ and ”).
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*<span style="color:red">'''Warning:'''</span> Don't use quotation characters (") in the Text Message field (not even \" characters). It will cause fatal errors with opening and/or compiling your map and may need to be fixed by manually editing the VMF in a text editor.
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*'''Note:''' Unlike game_text, you can´t use punctuation characters (.:,;!?) in the message. If you use it, it will end just when you placed the first punctuation character (example: "Please, leave me" would appear in game "Please,").
  
 
== Keyvalues ==
 
== Keyvalues ==
  
 
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* '''targetname <target_source>'''
* targetname <target_source>
 
  
 
The name that other entities refer to this entity by.
 
The name that other entities refer to this entity by.
  
* spawnflags <flags>  
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* '''spawnflags <flags>'''
  
 
spawnflags
 
spawnflags
  
* message <string>
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* '''message <string>'''
  
 
Message to display onscreen.
 
Message to display onscreen.
  
* x <string>
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* '''x <string>'''
  
 
Horizontal position on the player's screens to draw the text. The value should be between 0 and 1, where 0 is the far left of the screen and 1 is the far right. -1 centers the text.
 
Horizontal position on the player's screens to draw the text. The value should be between 0 and 1, where 0 is the far left of the screen and 1 is the far right. -1 centers the text.
  
* y <string>
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* '''y <string>'''
  
 
Vertical position on the player's screens to draw the text. The value should be between 0 and 1, where 0 is the top of the screen and 1 is the bottom. -1 centers the text.
 
Vertical position on the player's screens to draw the text. The value should be between 0 and 1, where 0 is the top of the screen and 1 is the bottom. -1 centers the text.
  
* effect <choices>
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* '''effect <choices>'''
 
   
 
   
* color <color255>  
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* '''color <color255>'''
  
* color2 <color255>  
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* '''color2 <color255>'''
  
* fadein <string>
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* '''fadein <string>'''
  
 
The time it should take for the text to fully fade in.
 
The time it should take for the text to fully fade in.
  
* fadeout <string>
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* '''fadeout <string>'''
  
 
The time it should take for the text to fade out, after the hold time has expired.
 
The time it should take for the text to fade out, after the hold time has expired.
  
* holdtime <string>
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* '''holdtime <string>'''
  
 
The time the text should stay onscreen, after fading in, before it begins to fade out.
 
The time the text should stay onscreen, after fading in, before it begins to fade out.
  
* fxtime <string>
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* '''fxtime <string>'''
  
 
If the 'Text Effect' is set to Scan Out, this is the time it should take to scan out all the letters in the text.
 
If the 'Text Effect' is set to Scan Out, this is the time it should take to scan out all the letters in the text.
  
* channel <choices>
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* '''channel <choices>'''
  
 
You can have up to four individual game_text messages onscreen at once, stored in channels. Select which channel this text should be placed in, which will overwrite any active message already in that channel.
 
You can have up to four individual game_text messages onscreen at once, stored in channels. Select which channel this text should be placed in, which will overwrite any active message already in that channel.
  
* master <string>
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* '''master <string>'''
  
 
Legacy support: The name of a master entity. If the master hasn't been activated, this entity will not activate.
 
Legacy support: The name of a master entity. If the master hasn't been activated, this entity will not activate.
 
 
  
 
== Inputs ==
 
== Inputs ==
  
 
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*'''Kill'''
*Kill
 
  
 
Removes this entity from the world.
 
Removes this entity from the world.
  
*KillHierarchy
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*'''KillHierarchy'''
  
 
Removes this entity and all its children from the world.
 
Removes this entity and all its children from the world.
  
*AddOutput <string>
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*'''AddOutput <string>'''
  
 
Adds an entity I/O connection to this entity. Format: <output name> <targetname>:<inputname>:<parameter>:<delay>:<max times to fire (-1 == infinite)>. Very dangerous, use with care.
 
Adds an entity I/O connection to this entity. Format: <output name> <targetname>:<inputname>:<parameter>:<delay>:<max times to fire (-1 == infinite)>. Very dangerous, use with care.
  
*FireUser1
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*'''FireUser1'''
  
 
Causes this entity's OnUser1 output to be fired.
 
Causes this entity's OnUser1 output to be fired.
  
*FireUser2
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*'''FireUser2'''
  
 
Causes this entity's OnUser2 output to be fired.
 
Causes this entity's OnUser2 output to be fired.
  
*FireUser3
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*'''FireUser3'''
  
 
Causes this entity's OnUser3 output to be fired.
 
Causes this entity's OnUser3 output to be fired.
  
*FireUser4
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*'''FireUser4'''
  
 
Causes this entity's OnUser4 output to be fired.
 
Causes this entity's OnUser4 output to be fired.
  
*Display
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*'''Display'''
  
 
Display the message text.
 
Display the message text.
  
*CounterEntity <string>  
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*'''CounterEntity <string>'''
  
 
Input a String to specify which math counter will be used to replace (math) in your message with a value.
 
Input a String to specify which math counter will be used to replace (math) in your message with a value.
  
DisplayText <string> Display a message text defined in <string>.
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*'''DisplayText <string>'''
 
 
  
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Display a message text defined in <string>.
  
 
== Outputs ==
 
== Outputs ==
  
 
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*'''OnUser1-4'''
*OnUser1-4
 
  
 
Fired in response to FireUser1-4 input.
 
Fired in response to FireUser1-4 input.
 
  
 
== See also ==
 
== See also ==

Latest revision as of 13:28, 27 December 2011

Entity.png This Page contains informations about an Obsidian Conflict Entity, which means it is only availible for Obsidian Conflict or rather in that form it is explained.

Entity Description

An entity that displays text on screen. The text can be defined in the Hammer Editor. The difference between game_text and game_text_quick is, that you can trigger the message you want to show on screen through the Input/Output-System. The game_text_quick entity helps in many ways, mainly to save ent_data in huge maps and ease complex game_text In-/Outputrelations into one step.

  • Warning: Don't use quotation characters (") in the Text Message field (not even \" characters). It will cause fatal errors with opening and/or compiling your map and may need to be fixed by manually editing the VMF in a text editor.
  • Note: Unlike game_text, you can´t use punctuation characters (.:,;!?) in the message. If you use it, it will end just when you placed the first punctuation character (example: "Please, leave me" would appear in game "Please,").

Keyvalues

  • targetname <target_source>

The name that other entities refer to this entity by.

  • spawnflags <flags>

spawnflags

  • message <string>

Message to display onscreen.

  • x <string>

Horizontal position on the player's screens to draw the text. The value should be between 0 and 1, where 0 is the far left of the screen and 1 is the far right. -1 centers the text.

  • y <string>

Vertical position on the player's screens to draw the text. The value should be between 0 and 1, where 0 is the top of the screen and 1 is the bottom. -1 centers the text.

  • effect <choices>
  • color <color255>
  • color2 <color255>
  • fadein <string>

The time it should take for the text to fully fade in.

  • fadeout <string>

The time it should take for the text to fade out, after the hold time has expired.

  • holdtime <string>

The time the text should stay onscreen, after fading in, before it begins to fade out.

  • fxtime <string>

If the 'Text Effect' is set to Scan Out, this is the time it should take to scan out all the letters in the text.

  • channel <choices>

You can have up to four individual game_text messages onscreen at once, stored in channels. Select which channel this text should be placed in, which will overwrite any active message already in that channel.

  • master <string>

Legacy support: The name of a master entity. If the master hasn't been activated, this entity will not activate.

Inputs

  • Kill

Removes this entity from the world.

  • KillHierarchy

Removes this entity and all its children from the world.

  • AddOutput <string>

Adds an entity I/O connection to this entity. Format: <output name> <targetname>:<inputname>:<parameter>:<delay>:<max times to fire (-1 == infinite)>. Very dangerous, use with care.

  • FireUser1

Causes this entity's OnUser1 output to be fired.

  • FireUser2

Causes this entity's OnUser2 output to be fired.

  • FireUser3

Causes this entity's OnUser3 output to be fired.

  • FireUser4

Causes this entity's OnUser4 output to be fired.

  • Display

Display the message text.

  • CounterEntity <string>

Input a String to specify which math counter will be used to replace (math) in your message with a value.

  • DisplayText <string>

Display a message text defined in <string>.

Outputs

  • OnUser1-4

Fired in response to FireUser1-4 input.

See also

point_message_multiplayer - A similar entity that displays a text on a fixed location in the world.


Notes and References

1. Valve Developer Wiki game_text article