Game text: Difference between revisions
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:<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. | :<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. | ||
:{{note|Only Channels 1-4 are displayed in the choice list.}} | |||
:{| | :{| | ||
! Literal value || Description | ! Literal value || Description |
Revision as of 14:46, 10 September 2006
Entity Description
An entity that displays text on player's screens. This text can be defined directly in the Hammer editor (unlike the similar env_message entity). However, it is recommended that you use env_message and the corresponding titles.txt file to aid localisation and maintainability.

"
) in the Text Message field (not even \"
characters) or else Hammer and the compile tools will misinterpret the character as a termination of the Text Message argument and fail to interpret the rest of the VMF, resulting in an error: line <line number>: unexpected symbol '<symbol>'
. Instead, use one or two consecutive apostrophes. It is also possible to use localized strings or titles.Availability
Template:In game Template:Game-base Template:In code
Keyvalues
- Template: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
- <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.
Note:Only Channels 1-4 are displayed in the choice list.
Literal value Description 0 Channel 0 1 Channel 1 2 Channel 2 3 Channel 3 4 Channel 4 5 Channel 5
Flags
- 1 : All Players
Inputs
- Template:I targetname
- Display
- Display the message text.
Outputs
Also See
- env_message - A similar entity that displays already defined messages from
titles.txt
. - point_message - A similar entity that displays a small custom message at a specific position in the game world.