Point message: Difference between revisions
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Bug:Does not function in
,
and
. [todo tested in ?]
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<source lang=cpp> | <source lang=cpp> | ||
current_entity = Entities.FindByName( cur_ent, "point_message_1" ); | current_entity = Entities.FindByName( cur_ent, "point_message_1" ); | ||
current_entity.__KeyValueFromString("message", "Hello World!"); | current_entity.__KeyValueFromString( "message", "Hello World!" ); | ||
</source> | </source> | ||
Revision as of 09:21, 19 February 2020

Template:Base point It displays a text message in the world, at its origin.




Changing text in runtime
KeyValue "Entity Message" can be changed in runtime using VScript. You don't need to re-enable entity, changes will appear immediately. Here is short example:
current_entity = Entities.FindByName( cur_ent, "point_message_1" );
current_entity.__KeyValueFromString( "message", "Hello World!" );
Keyvalues
- Show message radius (radius) ([todo internal name (i)]) <integer>
- Distance the player must be within to see this message.
- Developer Only? (developeronly) ([todo internal name (i)]) <boolean>
- If set, this message will only be visible when developer mode is on.
Flags
- 1 : Start Disabled
Inputs
- Enable
- Start displaying the message text, if the player is within the message radius.
- Disable
- Stop displaying the message text.
Outputs
See also
- game_text - A similar entity that displays a custom message directly on the player screen.
- game_text_tf -
only. A similar entity that displays a custom HUD message on a team's screen.