Game text: Difference between revisions

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{{wrongtitle|title=game_text}}
{{wrongtitle|title=game_text}}


==Entity Description==
== Entity description ==
[[Image:Game text.png|left]]An entity that displays text on players' screens. This text can be defined directly in the Hammer editor (unlike the similar [[env_message]] entity). This entity is suitable for stand alone bsp maps, if they are not to be [[VGUI_Documentation#Localization|localized]].
[[Image:Game text.png|left]]An entity that displays text on players' screens. This text can be defined directly in the Hammer editor (unlike the similar [[env_message]] entity). This entity is suitable for stand alone bsp maps, if they are not to be [[VGUI_Documentation#Localization|localized]].


{{Warning|Don't use quotation characters (") in the ''Text Message'' field (not even <code>\"</code> characters). It will cause fatal errors with opening and/or compiling your map and may need to be fixed by manually editing the [[VMF]] in a text editor. Instead, use use detailed quotes (i.e. <tt>&ldquo;</tt> and <tt>&rdquo;</tt>).}}
{{Warning|Don't use quotation characters (") in the ''Text Message'' field (not even <code>\"</code> characters). It will cause fatal errors with opening and/or compiling your map and may need to be fixed by manually editing the [[VMF]] in a text editor. Instead, use use detailed quotes (i.e. <code>&ldquo;</code> and <code>&rdquo;</code>).}}


{{clr}}
{{clr}}


==Availability==
== Availability ==
{{in game|point}} {{game-base}}. <br>
{{in game|point}} {{game-base}}. <br>
Does not function in Counter-Strike Source.
Does not function in Counter-Strike Source.
{{in code|class=class_c_game_text.html CGameText|file=maprules_8cpp-source.html maprules.cpp}}
{{in code|class=class_c_game_text.html CGameText|file=maprules_8cpp-source.html maprules.cpp}}


==Keyvalues==
== Keyvalues ==
*{{kv targetname}}
*{{kv targetname}}
*'''master'''
*'''master'''
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|}
|}


==Flags==
== Flags ==
*1 : All Players
*1 : All Players


==Inputs==
== Inputs ==
*{{i targetname}}
*{{i targetname}}
*'''Display'''
*'''Display'''
:Display the message text.
:Display the message text.


==Outputs==
== Outputs ==
*{{o targetname}}
*{{o targetname}}


==Also See==
== See also ==
* [[env_message]] - A similar entity that displays already defined messages from <code>titles.txt</code>.
* [[env_message]] - A similar entity that displays already defined messages from <code>titles.txt</code>.
* [[point_message]] - A similar entity that displays a small custom message at a specific position in the game world.
* [[point_message]] - A similar entity that displays a small custom message at a specific position in the game world.
* [[Customizable triggered HUD-message]] - How to create a new entity that is similar to '''game_text''' but can receive the message string via a triggered input.


[[Category:Entities]]
[[Category:Entities]]

Revision as of 16:38, 25 February 2008

Template:Wrongtitle

Entity description

Game text.png

An entity that displays text on players' screens. This text can be defined directly in the Hammer editor (unlike the similar env_message entity). This entity is suitable for stand alone bsp maps, if they are not to be localized.

Warning.pngWarning:Don't use quotation characters (") in the Text Message field (not even \" characters). It will cause fatal errors with opening and/or compiling your map and may need to be fixed by manually editing the VMF in a text editor. Instead, use use detailed quotes (i.e. and ).

Availability

Template:In game Template:Game-base.
Does not function in Counter-Strike Source. 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 Effect Description
0 Fade In/Out The whole text is faded in, and then faded out.
1 Credits
Todo: Unknown - seems to act like Fade In/Out. Provide description.
2 Scan Out The text is scanned in letter by letter, and the whole text is then faded out.
  • color
<color255> Color1 - The primary color used by all the text effects.
  • color2
<color255> Color2 - The scanning color for the letter being scanned if the Text Effect keyvalue is set to Scan Out - usually a different shade of Color1.
  • 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.pngNote: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

Display the message text.

Outputs

See also

  • 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.
  • Customizable triggered HUD-message - How to create a new entity that is similar to game_text but can receive the message string via a triggered input.