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.
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{{Entity|vgui_screen|type=e0}} It is a VGUI screen. Useful for in-world monitors. | |||
{{warning|This entity does not work in HL2, HL2:DM, or the unedited SDK code; it crashes the game. See [[VGUI Screen Creation]].}} | {{warning|This entity does not work in HL2, HL2:DM, or the unedited SDK code; it crashes the game. See [[VGUI Screen Creation]].}} |
Revision as of 13:38, 27 February 2023


Template:Entity It is a VGUI screen. Useful for in-world monitors.

Keyvalues
- 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
Parentname:
- Parent (parentname) <targetname>
- Specifies a movement parent. An entity will maintain its initial offset from its parent. An attachment point can be added to the end of the name, separated by a comma.
- Pitch Yaw Roll (Y Z X) (angles) <QAngle>
- This entity's orientation in the world. Pitch is rotation around the Y axis, yaw is the rotation around the Z axis, roll is the rotation around the X axis.
- Panel Name (panelname) <string>
- Name of the panel to use. This is not a filename.
- Overlay Material (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.
- Panel Width in World (width) <integer>
- Width of the panel in units.
- Panel Height in World (height) <integer>
- Height of the panel in units.
- Is Transparent? ([todo internal name (i)]) <boolean>
- Set this to true if you would like your background to be invisible instead of a black fill.
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.