Game ui: Difference between revisions
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Note: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:Bots can use this entity and fire its outputs.
Note:This will cause the player to go into their reference (T) pose.
Warning:The game will crash if the
m (Add flag values, Add internal name of FieldOfView keyval key) |
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: The entity will only test FieldOfView if it is active. | : The entity will only test FieldOfView if it is active. | ||
{{warning|The game will crash if the <code>Deactivate</code> input is fired on a game_ui that was deactivated by a player who has disconnected beforehand!}} | {{warning|The game will crash if the <code>Deactivate</code> input is fired on a game_ui that was deactivated by a player who has disconnected beforehand!}} | ||
:{{tip|[[AddOutput]]ing OnUsers to a player and using a [[logic_branch]] together can be sufficient to workaround this.}} | :{{tip|[[AddOutput]]ing 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.}} | ||
{{I Targetname}} | {{I Targetname}} | ||
Revision as of 01:40, 6 May 2023
- Not to be confused with GameUI.
Template:Base point 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.


Keyvalues
- 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
- Name (targetname) <string>[ Edit ]
- The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g.
parentname
ortarget
).
Also displayed in Hammer's 2D views and Entity Report.See also: Generic Keyvalues, Inputs and Outputs available to all entities
Flags
- 32 : Freeze Player - The player cannot move (they can still crouch though)
- 64 : Hide Weapon - Disables all the player's weapons

- 128 : +Use Deactivates
- 256 : Jump Deactivates
Inputs
Activate
- The !activator will gain control upon this input being fired.
Deactivate
- The entity will only test FieldOfView if it is active.

Deactivate
input is fired on a game_ui that was deactivated by a player who has disconnected beforehand!Tip: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
- Template:EP2 add
- Fired on +moveleft/-moveleft
PressedMoveRight
- Template:EP2 add
- Fired on +moveright/-moveright
PressedForward
- Template:EP2 add
- Fired on +forward/-forward
PressedBack
- Template:EP2 add
- Fired on +back/-back
PressedAttack
- Template:EP2 add
- Fired on +attack/-attack
PressedAttack2
- Template:EP2 add
- Fired on +attack2/-attack2
XAxis <float>
YAxis <float>
- Fired whenever the X/Y axis of the player's input changes. Only useful for analogue gamepad input.
- -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. Only useful for analogue gamepad input.
- 1.0 = bumper is 100% depressed
- 0 = bumper is at rest