Game ui: Difference between revisions

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(cleaned)
(Updating that it doesn't appear to crash in tf2, and changing 'unreliable in multiplayer' to 'one instance of this entity per player in multiplayer')
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{{base point|game_ui}} It redirects important player key presses to a series of outputs, and can be used to make the player control vehicles built in a map. It can be activated with I/O, or by the player looking at it.
{{base point|game_ui}} It redirects important player key presses to a series of outputs, and can be used to make the player control vehicles built in a map. It can be activated with I/O, or by the player looking at it.


{{note|Unreliable in multiplayer.}}
{{note|You must have one instance of game_ui per player in multiplayer.}}


== Keyvalues ==
== Keyvalues ==
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; <code>Activate</code>
; <code>Activate</code>
; <code>Deactivate</code>
; <code>Deactivate</code>
: The entity will only test FieldOfView if it is active. {{warning|Deactivating an already-inactive game_ui crashes the game!}}
: The entity will only test FieldOfView if it is active. {{warning|Deactivating an already-inactive game_ui crashes the game! This appears to be fixed in Team Fortress 2, though.}}
{{I Targetname}}
{{I Targetname}}



Revision as of 23:36, 15 August 2010

Template:Base point It redirects important player key presses to a series of outputs, and can be used to make the player control vehicles built in a map. It can be activated with I/O, or by the player looking at it.

Note.pngNote:You must have one instance of game_ui per player in multiplayer.

Keyvalues

FieldOfView <float>
How close to the entity the player's crosshair must be for it to take control. When the player leaves the active zone, (s)he regains control.
  • 1.0 = straight ahead
  • 0.0 = +/- 90 degrees
  • -1.0 = all directions
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

Flags

  • Freeze Player
  • Hide Weapon
  • +Use Deactivates
  • Jump Deactivates

Inputs

Activate
Deactivate
The entity will only test FieldOfView if it is active.
Warning.pngWarning:Deactivating an already-inactive game_ui crashes the game! This appears to be fixed in Team Fortress 2, though.


Outputs

The player is always the !activator.

PlayerOn
PlayerOff
Fired when the entity starts or stops controlling the player's input.
PressedMoveLeft
Template:EP2 add
Fired on +moveleft/-moveleft
PressedMoveRight
Template:EP2 add
Fired on +moveright/-moveright
PressedForward
Template:EP2 add
Fired on +forward/-forward
PressedBack
Template:EP2 add
Fired on +back/-back
PressedAttack
Template:EP2 add
Fired on +attack/-attack
PressedAttack2
Template:EP2 add
Fired on +attack2/-attack2
XAxis <float>
YAxis <float>
Fired whenever the X/Y axis of the player's input changes. Only useful for analogue gamepad input.
  • -1.0 = +moveleft / +back at 100% speed
  • 0 = no movement in this axis
  • +1.0 = +moveright / +forward at 100% speed
AttackAxis <float>
Attack2Axis <float>
An output that fires whenever the state of the player's "attack" key changes. Only useful for analogue gamepad input.
  • 1.0 = bumper is 100% depressed
  • 0 = bumper is at rest