Game text: Difference between revisions
Jump to navigation
Jump to search
Warning:It is not suitable for any other usage, as it prevents localization and makes text editing impossible without a recompilation.
Warning:Don't use quotation characters (") in the Text Message field (not even
Note:Does not function in Counter-Strike Source.
m (Robot: Automated text replacement (-\{\|\r +{| class=standard-table)) |
Solokiller (talk | contribs) m (cleaned up description) |
||
Line 4: | Line 4: | ||
== 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 which uses the <code>titles.txt</code> file). This entity is suitable only for standalone bsp maps. | [[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 which uses the <code>titles.txt</code> file). This entity is suitable only for standalone bsp maps. | ||
If your text is not displaying properly in a multiplayer game, try checking the "All Players" flag. | |||
* See also [[point_message]] - A similar entity that displays a small custom message at a specific position in the game world. | * See also [[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. | * [[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. | ||
{{Warning|It is not suitable for any other usage, as it prevents [[VGUI_Documentation#Localization|localization]] and makes text editing impossible without a recompilation.}} | |||
{{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>“</code> and <code>”</code>).}} | {{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>“</code> and <code>”</code>).}} | ||
{{clr}} | |||
{{note|Does not function in Counter-Strike Source.}} | {{note|Does not function in Counter-Strike Source.}} |
Revision as of 11:27, 21 March 2009
Template:Wrongtitle Template:Base point
Entity description
An entity that displays text on players' screens. This text can be defined directly in the Hammer editor (unlike the similar env_message entity which uses the titles.txt
file). This entity is suitable only for standalone bsp maps.
If your text is not displaying properly in a multiplayer game, try checking the "All Players" flag.
- See also 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.


\"
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 ”
).
In code it is represented by class CGameText, defined in maprules.cpp.
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
- 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 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: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
- Display the message text.