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Vgui slideshow display: Difference between revisions

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{{base point|vgui_slideshow_display}} It is a [[Vgui|VGUI]] screen that displays images in a slideshow.
{{this is a|point entity|name=vgui_slideshow_display}} It is a [[Vgui|VGUI]] screen that displays images in a slideshow.


==Creation Notes==
==Creation Notes==

Revision as of 21:52, 6 January 2024

vgui_slideshow_display is a point entity available in all Source Source games. It is a VGUI screen that displays images in a slideshow.

Creation Notes

  • Place it in the lower left corner of where you want the screen and rotate it so that the red axis points which way you want the screen to face.
  • You'll need to move it slightly away from the surface it sits on to avoid Z-fighting. 1 unit is enough.
  • Images in sub directories will NOT be included.

Adding Slides to Slideshow

  • Keywords are added in the vmt like so: "%keywords" "test1, test2, another_sample_keyword, cow, animal"
  • AddSlides can be used up to 16 times in succession to add addition slides. So you can add "cow" slides and then add "chicken" slides if you want both cows and chickens to be in the shuffle.
  • Slides are first shuffled by keyword. So if you have 400 "cow" slides and 10 "chicken" slides there's still a 1 out of 2 chance that you'll see a chicken. Then if "chicken" is selected for display there's a 1 out of 10 chance that you'll see any specific chicken.
  • The same keyword can be added multiple times to weight which slides are more common. So you could add "cow", "cow", "cow", "chicken" and you'll be 3 times more likely to see a cow in the shuffle than a chicken.
  • Setting the cycle type to forward will display all the added images in order by keyword (in the order that the keywords were added), then in alphabetical order for each slide in the keyword.


Keyvalues

Display Text ([todo internal name (i)]) <string>
Text to display on top of the image.
Image Directory (materials/vgui/...) ([todo internal name (i)]) <string>
Directory where images are located (materials/vgui/[directory]).
Min Slide Time ([todo internal name (i)]) <float>
Minimum amount of random time that a slide is displayed.
Max Slide Time ([todo internal name (i)]) <float>
Maximum amount of random time that a slide is displayed.
Cycle Type ([todo internal name (i)]) <choices>
Order that images are displayed.
  • 0 : Random
  • 1 : Forward
  • 2 : Backward
No List Repeat ([todo internal name (i)]) <choices>
  • 0 : Allow List Repeats
  • 1 : No List Repeats
Panel width ([todo internal name (i)]) <integer>
Width of the panel in units.
Panel height ([todo internal name (i)]) <integer>
Height of the panel in units.
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

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.
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.

Inputs

Enable
Make slideshow visible.
Disable
Make slideshow invisible.
SetDisplayText <stringRedirectInput/string>
Sets the display text.
RemoveAllSlides
Removes all slides from slideshow.
AddSlides <stringRedirectInput/string>
Adds slides by keyword.
SetMinSlideTime <floatRedirectInput/float>
Sets min random time between slides.
SetMaxSlideTime <floatRedirectInput/float>
Sets max random time between slides.
SetCycleType <integerRedirectInput/integer>
0 - random, 1 - forward, 2 - backward
SetNoListRepeat <booleanRedirectInput/boolean>
Sets if lists can be randomly picked twice in a row.


Parentname:
SetParent <stringRedirectInput/string>
Move with this entity. See Entity Hierarchy (parenting).
SetParentAttachment <stringRedirectInput/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 <stringRedirectInput/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.

Outputs

See also