Game ui: Difference between revisions

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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.

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.

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 or target).
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
Note.pngNote:This will cause the player to go into their reference (T) pose.
  • 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.
Warning.pngWarning:The game will crash if the Deactivate input is fired on a game_ui that was deactivated by a player who has disconnected beforehand!
Tip.pngTip: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