This article's documentation is for anything that uses the Source engine. Click here for more information.

game_ui

From Valve Developer Community
Jump to navigation Jump to search
Not to be confused with GameUI.
Class hierarchy
CGameUI
CBaseEntity
game_ui.cpp

game_ui is a point entity available in all Source Source games. It redirects important player key presses to a series of outputs, and can be used to make the player control vehicles built in a map. It can be activated with I/O, or by the player looking at it.

Note.pngNote:You must have one instance of game_ui per player in multiplayer as each game_ui only activates for one player at a time.
Note.pngNote:Bots can use this entity and fire its outputs.
Icon-Bug.pngBug:Due to an oversight, game_ui will disable client prediction causing laggy behavior on multiplayer.  [todo tested in?]

Keyvalues

Name (targetname) <string>
The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g. parentname or target).
Also displayed in Hammer's 2D views and Entity Report.
See also:  Generic Keyvalues, Inputs and Outputs available to all entities

FieldOfView (FieldOfView) <float>
The amount of tolerance in the view checking when determining whether the player's input is still under control.
  • 1.0 = straight ahead
  • 0.0 = +/- 90 degrees
  • -1.0 = all directions

Flags

Freeze Player - The player cannot move (they can still crouch though) : [32]
Hide Weapon - Disables all the player's weapons

Note.pngNote:This will cause the player to go into their reference (T) pose.
: [64]

+Use Deactivates : [128]
Jump Deactivates : [256]

Inputs

Activate
The !activator will gain control upon this input being fired.
Deactivate
The entity will only test FieldOfView if it is active.
Icon-Bug.pngBug:The game will crash if the Deactivate input is fired on a game_ui that was activated by a player who has since disconnected. Fixed in Team Fortress 2 Team Fortress 2  [todo tested in?]
PlacementTip.pngWorkaround:AddOutputing OnUsers to a player and using a logic_branch together can be sufficient to workaround this. If the game supports it, VScript can also be used to check if the player entity still exists before firing the input.

Outputs

The player is always the !activator.

PlayerOn
PlayerOff
Fired when the entity starts or stops controlling the player's input.
PressedMoveLeft
UnpressedMoveLeft  (in all games since Half-Life 2: Episode Two)
Fired on +moveleft/-moveleft
PressedMoveRight
UnpressedMoveRight  (in all games since Half-Life 2: Episode Two)
Fired on +moveright/-moveright
Icon-Bug.pngBug:The left/right movement outputs do not fire when using a controller.
Elaborate?: game this was tested in
  [todo tested in?]
PressedForward
UnpressedForward  (in all games since Half-Life 2: Episode Two)
Fired on +forward/-forward
PressedBack
UnpressedBack  (in all games since Half-Life 2: Episode Two)
Fired on +back/-back
PressedAttack
UnpressedAttack  (in all games since Half-Life 2: Episode Two)
Fired on +attack/-attack
PressedAttack2
UnpressedAttack2  (in all games since Half-Life 2: Episode Two)
Fired on +attack2/-attack2
XAxis <float>
YAxis <float>
Fired whenever the X/Y axis of the player's input changes.
  • -1.0 = +moveleft / +back at 100% speed
  • 0 = no movement in this axis
  • +1.0 = +moveright / +forward at 100% speed
AttackAxis <float>
Attack2Axis <float>
An output that fires whenever the state of the player's "attack" key changes.
  • 1.0 = trigger is 100% depressed
  • 0 = trigger is at rest
Note.pngNote:These do not actually output analog values, even when using an analog stick; it will only be 1, 0, or -1 depending on which keys are considered pressed. (Because of the above bug, this also means that XAxis never fires when using a controller.)
Elaborate?: game this was tested in