Difference between revisions of "Game text quick"
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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. | *<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. | ||
+ | *'''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 == | ||
− | + | * '''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> | + | * '''spawnflags <flags>''' |
spawnflags | spawnflags | ||
− | * message <string> | + | * '''message <string>''' |
Message to display onscreen. | Message to display onscreen. | ||
− | * x <string> | + | * '''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> | + | * '''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> | + | * '''effect <choices>''' |
− | * color <color255> | + | * '''color <color255>''' |
− | * color2 <color255> | + | * '''color2 <color255>''' |
− | * fadein <string> | + | * '''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> | + | * '''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> | + | * '''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> | + | * '''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> | + | * '''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> | + | * '''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 == | ||
− | + | *'''Kill''' | |
− | *Kill | ||
Removes this entity from the world. | Removes this entity from the world. | ||
− | *KillHierarchy | + | *'''KillHierarchy''' |
Removes this entity and all its children from the world. | Removes this entity and all its children from the world. | ||
− | *AddOutput <string> | + | *'''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 | + | *'''FireUser1''' |
Causes this entity's OnUser1 output to be fired. | Causes this entity's OnUser1 output to be fired. | ||
− | *FireUser2 | + | *'''FireUser2''' |
Causes this entity's OnUser2 output to be fired. | Causes this entity's OnUser2 output to be fired. | ||
− | *FireUser3 | + | *'''FireUser3''' |
Causes this entity's OnUser3 output to be fired. | Causes this entity's OnUser3 output to be fired. | ||
− | *FireUser4 | + | *'''FireUser4''' |
Causes this entity's OnUser4 output to be fired. | Causes this entity's OnUser4 output to be fired. | ||
− | *Display | + | *'''Display''' |
Display the message text. | Display the message text. | ||
− | *CounterEntity <string> | + | *'''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> | + | *'''DisplayText <string>''' |
Display a message text defined in <string>. | Display a message text defined in <string>. | ||
− | |||
− | |||
== Outputs == | == Outputs == | ||
− | + | *'''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
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.