VGUI Screen: Difference between revisions
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Warning:This entity does not work in HL2, HL2:DM, or the unedited SDK code; it crashes the game. See VGUI Screen Creation.
m (Robot: fixing template case.) |
m (Robot: fixing template case.) |
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== Inputs == | == Inputs == | ||
*{{ | *{{I Targetname}} | ||
*{{I Parentname}} | *{{I Parentname}} | ||
*'''SetActive''' | *'''SetActive''' |
Revision as of 19:35, 19 January 2009
Template:Wrongtitle Template:Base point
Entity description
A VGUI screen. Useful for in-world monitors.

Keyvalues
- Template:Kv targetname
- Template:Kv parentname
- Template:Kv angles
- 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
Parentname:
- SetParent <string >
- Move with this entity. See Entity Hierarchy (parenting).
- SetParentAttachment <string >
- Change this entity to attach to a specific attachment point on its parent. The entity will teleport so that the position of its root bone matches that of the attachment. Entities must be parented before being sent this input.
- 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 the the movement hierarchy, leaving it free to move independently.
- SetActive
- Make the vgui screen visible.
- SetInactive
- Make the vgui screen invisible.