Difference between revisions of "Game text quick"

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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>.
  
  

Revision as of 04:25, 8 March 2008

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.

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