vgui_screen

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This is a point entity available in all Source games.

Contents

Entity description

A VGUI screen. Useful for in-world monitors.

Warning:This entity does not work in HL2, HL2:DM, or the unedited SDK code; it crashes the game. See VGUI Screen Creation.

Keyvalues

  • Targetname:

Name <string>
The targetname other entities refer to this entity by.
  • Parentname:

Parent <targetname>
Specifies the targetname of this entity's movement parent. Entities with parents move with their parent.
  • Angles:

Pitch Yaw Roll (Y Z X) <angle>
This entity's angular orientation in the world.
  • panelname <string>
Name of the panel to use. This is not a filename.
  • overlaymaterial <string>
Name of a material to overlay over the top of the VGUI screen.
Note:This material must write Z for the VGUI screen to work.
  • width <integer>
Width of the panel in units.
  • height <integer>
Height of the panel in units.

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.
  • Parentname:

SetParent <targetname>
Move with this entity. See Entity Hierarchy (parenting).
SetParentAttachment <string>
Attach to a named attachment on the current parent. The entity will teleport so that the position of its root bone matches that of the attachment.
SetParentAttachmentMaintainOffset <string>
As above, but without teleporting. The entity retains its position relative to the attachment at the time of the input being received.
ClearParent
Removes this entity from its current movement hierarchy.
  • SetActive
Make the vgui screen visible.
  • SetInactive
Make the vgui screen invisible.

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.

See also

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