Game ui: Difference between revisions

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m (Robot: fixing template case.)
m (Robot: fixing template case.)
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*{{O Targetname}}
*{{O Targetname}}
*'''PlayerOn'''
*'''PlayerOn'''
:Fired whenever this entity starts controlling the player's input. {{plact}}
:Fired whenever this entity starts controlling the player's input. {{PlAct}}
*'''PlayerOff'''
*'''PlayerOff'''
:Fired whenever this entity stops controlling the player's input. {{plact}}
:Fired whenever this entity stops controlling the player's input. {{PlAct}}
*'''PressedMoveLeft'''  
*'''PressedMoveLeft'''  
:Fired whenever the player presses the moveleft key. {{plact}}
:Fired whenever the player presses the moveleft key. {{PlAct}}
*'''{{EP2 add|UnpressedMoveLeft}}'''  
*'''{{EP2 add|UnpressedMoveLeft}}'''  
:Fired whenever the player unpresses the moveleft key. {{plact}}
:Fired whenever the player unpresses the moveleft key. {{PlAct}}
*'''PressedMoveRight'''  
*'''PressedMoveRight'''  
:Fired whenever the player presses the moveright key. {{plact}}
:Fired whenever the player presses the moveright key. {{PlAct}}
*'''{{EP2 add|UnpressedMoveRight}}'''  
*'''{{EP2 add|UnpressedMoveRight}}'''  
:Fired whenever the player unpresses the moveright key. {{plact}}
:Fired whenever the player unpresses the moveright key. {{PlAct}}
*'''PressedForward'''  
*'''PressedForward'''  
:Fired whenever the player presses the forward key. {{plact}}
:Fired whenever the player presses the forward key. {{PlAct}}
*'''{{EP2 add|UnpressedForward}}'''  
*'''{{EP2 add|UnpressedForward}}'''  
:Fired whenever the player unpresses the forward key. {{plact}}
:Fired whenever the player unpresses the forward key. {{PlAct}}
*'''PressedBack'''  
*'''PressedBack'''  
:Fired whenever the player presses the backward key. {{plact}}
:Fired whenever the player presses the backward key. {{PlAct}}
*'''{{EP2 add|UnpressedBack}}'''  
*'''{{EP2 add|UnpressedBack}}'''  
:Fired whenever the player unpresses the backward key. {{plact}}
:Fired whenever the player unpresses the backward key. {{PlAct}}
*'''PressedAttack'''  
*'''PressedAttack'''  
:Fired whenever the player presses the attack key. {{plact}}
:Fired whenever the player presses the attack key. {{PlAct}}
*'''{{EP2 add|UnpressedAttack}}'''  
*'''{{EP2 add|UnpressedAttack}}'''  
:Fired whenever the player unpresses the attack key. {{plact}}
:Fired whenever the player unpresses the attack key. {{PlAct}}
*'''PressedAttack2'''  
*'''PressedAttack2'''  
:Fired whenever the player presses the secondary attack key. {{plact}}
:Fired whenever the player presses the secondary attack key. {{PlAct}}
*'''{{EP2 add|UnpressedAttack2}}'''  
*'''{{EP2 add|UnpressedAttack2}}'''  
:Fired whenever the player unpresses the secondary attack key. {{plact}}
:Fired whenever the player unpresses the secondary attack key. {{PlAct}}
*'''XAxis''' <float>
*'''XAxis''' <float>
:An output that fires whenever the X axis of the player's input changes. i.e. -1 when the player has "moveleft" key down, 1 when the player has moveright key down, and 0 if neither.
:An output that fires whenever the X axis of the player's input changes. i.e. -1 when the player has "moveleft" key down, 1 when the player has moveright key down, and 0 if neither.
:{{plact}}
:{{PlAct}}
*'''YAxis''' <float>  
*'''YAxis''' <float>  
:An output that fires whenever the Y axis of the player's input changes. i.e. -1 when the player has "backward" key down, 1 when the player has "forward" key down, and 0 if neither.
:An output that fires whenever the Y axis of the player's input changes. i.e. -1 when the player has "backward" key down, 1 when the player has "forward" key down, and 0 if neither.
:{{plact}}
:{{PlAct}}
*'''AttackAxis''' <float>  
*'''AttackAxis''' <float>  
:An output that fires whenever the state of the player's "attack" key changes. i.e. 1 when the player has the "attack" key down, 0 otherwise.
:An output that fires whenever the state of the player's "attack" key changes. i.e. 1 when the player has the "attack" key down, 0 otherwise.
:{{plact}}
:{{PlAct}}
*'''Attack2Axis''' <float>  
*'''Attack2Axis''' <float>  
:An output that fires whenever the state of the player's "secondary attack" key changes. i.e. 1 when the player has the "secondary attack" key down, 0 otherwise.
:An output that fires whenever the state of the player's "secondary attack" key changes. i.e. 1 when the player has the "secondary attack" key down, 0 otherwise.
:{{plact}}
:{{PlAct}}

Revision as of 20:13, 19 January 2009

Template:Wrongtitle Template:Base point

Entity description

An entity used to override player input when the player is looking at it.

Keyvalues

Name (targetname) <string>[ Edit ]
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

<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. If the player isn't within the tolerance, the player regains control.

Flags

  • 32 : Freeze Player
  • 64 : Hide Weapon
  • 128 : +Use Deactivates
  • 256 : Jump Deactivates

Inputs

  • Deactivate
Return Player Control.
Warning.pngWarning:Deactivating an inactive game_ui crashes the game
  • Activate
Take Player Control.

Outputs

  • PlayerOn
Fired whenever this entity starts controlling the player's input. (!activator is the player.)
  • PlayerOff
Fired whenever this entity stops controlling the player's input. (!activator is the player.)
  • PressedMoveLeft
Fired whenever the player presses the moveleft key. (!activator is the player.)
Fired whenever the player unpresses the moveleft key. (!activator is the player.)
  • PressedMoveRight
Fired whenever the player presses the moveright key. (!activator is the player.)
Fired whenever the player unpresses the moveright key. (!activator is the player.)
  • PressedForward
Fired whenever the player presses the forward key. (!activator is the player.)
Fired whenever the player unpresses the forward key. (!activator is the player.)
  • PressedBack
Fired whenever the player presses the backward key. (!activator is the player.)
Fired whenever the player unpresses the backward key. (!activator is the player.)
  • PressedAttack
Fired whenever the player presses the attack key. (!activator is the player.)
Fired whenever the player unpresses the attack key. (!activator is the player.)
  • PressedAttack2
Fired whenever the player presses the secondary attack key. (!activator is the player.)
Fired whenever the player unpresses the secondary attack key. (!activator is the player.)
  • XAxis <float>
An output that fires whenever the X axis of the player's input changes. i.e. -1 when the player has "moveleft" key down, 1 when the player has moveright key down, and 0 if neither.
(!activator is the player.)
  • YAxis <float>
An output that fires whenever the Y axis of the player's input changes. i.e. -1 when the player has "backward" key down, 1 when the player has "forward" key down, and 0 if neither.
(!activator is the player.)
  • AttackAxis <float>
An output that fires whenever the state of the player's "attack" key changes. i.e. 1 when the player has the "attack" key down, 0 otherwise.
(!activator is the player.)
  • Attack2Axis <float>
An output that fires whenever the state of the player's "secondary attack" key changes. i.e. 1 when the player has the "secondary attack" key down, 0 otherwise.
(!activator is the player.)