game_text

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This is a point entity available in all Source games.

Contents

Entity description

An entity that displays text on players' screens. This text can be defined directly in the Hammer editor (unlike the similar env_message entity which uses the titles.txt file). This entity is suitable only for standalone bsp maps.

If your text is not displaying properly in a multiplayer game, try checking the "All Players" flag.



  • See also point_message - A similar entity that displays a small custom message at a specific position in the game world.
  • Customizable triggered HUD-message - How to create a new entity that is similar to game_text but can receive the message string via a triggered input.
Warning:It is not suitable for any other usage, as it prevents localization and makes text editing impossible without a recompilation.
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. Instead, use use detailed quotes (i.e. and ).


Note:Does not function in Counter-Strike Source.

In code it is represented by class CGameText, defined in maprules.cpp.

Keyvalues

  • Targetname:

Name <string>
The targetname other entities refer to this entity by.
  • master
<target_destination> Legacy support: The name of a master entity. If the master hasn't been activated, this entity will not activate.
  • message
<string> Message to display onscreen. \n signifies a new line in the text.
  • x
<float> 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
<float> 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> Text Effect.
Literal value Effect Description
0 Fade In/Out The whole text is faded in, and then faded out.
1 Credits To do: Unknown - seems to act like Fade In/Out. Provide description.
2 Scan Out The text is scanned in letter by letter, and the whole text is then faded out.
  • color
<color255> Color1 - The primary color used by all the text effects.
  • color2
<color255> Color2 - The scanning color for the letter being scanned if the Text Effect keyvalue is set to Scan Out - usually a different shade of Color1.
  • fadein
<float> The time it should take for the text to fully fade in.
  • fadeout
<float> The time it should take for the text to fade out, after the hold time has expired.
  • holdtime
<float> The time the text should stay onscreen, after fading in, before it begins to fade out.
  • fxtime
<float> 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> Text 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.
Note:Only Channels 1-4 are displayed in the choice list.
Literal value Description
0 Channel 0
1 Channel 1
2 Channel 2
3 Channel 3
4 Channel 4
5 Channel 5

Flags

  • 1 : All Players

Inputs

  • Targetname:

Kill
Removes this entity from the world.
KillHierarchy
Removes this entity and all its children from the world.
AddOutput <string>
Evaluates a keyvalue/output on this entity. It can be potentially very dangerous, use with care.
Format: <key> <value>
Format: <output name> <targetname>:<inputname>:<parameter>:<delay>:<max times to fire, -1 means infinite>
FireUser1 to FireUser4
Fire the OnUser outputs; see User Inputs and Outputs.
  • Display
Display the message text.

Outputs

  • Targetname:

OnUser1 to OnUser4
Fired in response to the FireUser inputs; see User Inputs and Outputs.
OnKilled (New with Left 4 Dead)
Fired when the entity is killed and removed from the game.
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