Game text: Difference between revisions

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m (→‎Keyvalues: Source allows for more channels than Goldsource)
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==Keyvalues==
==Keyvalues==
*{{kv targetname}}
*{{kv targetname}}
*'''master'''
:<target_destination> Legacy support: The name of a master entity. If the master hasn't been activated, this entity will not activate.
*'''message'''
*'''message'''
:<string> Message to display onscreen. \n signifies a new line in the text.
:<string> Message to display onscreen. \n signifies a new line in the text.
*'''x'''
*'''x'''
:<string> Horizontal position on the player's screens to draw the text. The value should be between 0 and 1, where 0 is the far left of the screen and 1 is the far right. -1 centers the text.
:<float> Horizontal position on the player's screens to draw the text. The value should be between 0 and 1, where 0 is the far left of the screen and 1 is the far right. -1 centers the text.
*'''y'''
*'''y'''
:<string> Vertical position on the player's screens to draw the text. The value should be between 0 and 1, where 0 is the top of the screen and 1 is the bottom. -1 centers the text.
:<float> Vertical position on the player's screens to draw the text. The value should be between 0 and 1, where 0 is the top of the screen and 1 is the bottom. -1 centers the text.
*'''effect'''
*'''effect'''
:<choices> Text Effect.  
:<choices> Text Effect.  
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:<[[color255]]> Color2.  
:<[[color255]]> Color2.  
*'''fadein'''
*'''fadein'''
:<string> The time it should take for the text to fully fade in.
:<float> The time it should take for the text to fully fade in.
*'''fadeout'''
*'''fadeout'''
:<string> The time it should take for the text to fade out, after the hold time has expired.
:<float> The time it should take for the text to fade out, after the hold time has expired.
*'''holdtime'''
*'''holdtime'''
:<string> The time the text should stay onscreen, after fading in, before it begins to fade out.
:<float> The time the text should stay onscreen, after fading in, before it begins to fade out.
*'''fxtime'''
*'''fxtime'''
:<string> If the 'Text Effect' is set to Scan Out, this is the time it should take to scan out all the letters in the text.
:<float> If the 'Text Effect' is set to Scan Out, this is the time it should take to scan out all the letters in the text.
*'''channel'''
*'''channel'''
:<choices> Text Channel. You can have up to four individual game_text messages onscreen at once, stored in channels. Select which channel this text should be placed in, which will overwrite any active message already in that channel.
:<choices> Text Channel. You can have up to four individual game_text messages onscreen at once, stored in channels. Select which channel this text should be placed in, which will overwrite any active message already in that channel.
:{|
:{|
! Literal value || Description
! Literal value || Description
|-
| 0 || Channel 0
|-
|-
| 1 || Channel 1
| 1 || Channel 1
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|-
|-
| 4 || Channel 4
| 4 || Channel 4
|-
| 5 || Channel 5
|-
| 6 || Channel 6
|}
|}
*'''master'''
:<string> Legacy support: The name of a master entity. If the master hasn't been activated, this entity will not activate.


==Flags==
==Flags==

Revision as of 14:50, 15 April 2006

Template:Wrongtitle

Entity Description

Game text.png

An entity that displays text on player's screens.

Availability

Template:In game Template:Game-base Template:In code

Keyvalues

<target_destination> Legacy support: The name of a master entity. If the master hasn't been activated, this entity will not activate.
  • message
<string> Message to display onscreen. \n signifies a new line in the text.
  • x
<float> Horizontal position on the player's screens to draw the text. The value should be between 0 and 1, where 0 is the far left of the screen and 1 is the far right. -1 centers the text.
  • y
<float> Vertical position on the player's screens to draw the text. The value should be between 0 and 1, where 0 is the top of the screen and 1 is the bottom. -1 centers the text.
  • effect
<choices> Text Effect.
Literal value Description
0 Fade In/Out
1 Credits
2 Scan Out
  • color
<color255> Color1.
  • color2
<color255> Color2.
  • fadein
<float> The time it should take for the text to fully fade in.
  • fadeout
<float> The time it should take for the text to fade out, after the hold time has expired.
  • holdtime
<float> The time the text should stay onscreen, after fading in, before it begins to fade out.
  • fxtime
<float> If the 'Text Effect' is set to Scan Out, this is the time it should take to scan out all the letters in the text.
  • channel
<choices> Text Channel. You can have up to four individual game_text messages onscreen at once, stored in channels. Select which channel this text should be placed in, which will overwrite any active message already in that channel.
Literal value Description
0 Channel 0
1 Channel 1
2 Channel 2
3 Channel 3
4 Channel 4
5 Channel 5
6 Channel 6

Flags

  • 1 : All Players

Inputs

Display the message text.

Outputs