Point message: Difference between revisions

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m (added Note: Does not function in CS:S)
(Doesn't function in TF2)
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{{base point|point_message}} It displays a text message in the world, at its origin.
{{base point|point_message}} It displays a text message in the world, at its origin.


{{note|Does not function in Counter-Strike Source.}}
{{note|Does not function in Counter-Strike Source and Team Fortress 2.}}


{{in code|class=class_c_message_entity.html CMessageEntity|file=message__entity_8cpp-source.html message_entity.cpp}}
{{in code|class=class_c_message_entity.html CMessageEntity|file=message__entity_8cpp-source.html message_entity.cpp}}

Revision as of 10:10, 25 January 2018

Point message.png

Template:Base point It displays a text message in the world, at its origin.

Note.pngNote:Does not function in Counter-Strike Source and Team Fortress 2.

Template:In code

Keyvalues

Entity Message ([todo internal name (i)]) <string>
Message to show at this point.
Show message radius ([todo internal name (i)]) <integer>
Distance the player must be within to see this message.
Developer Only? ([todo internal name (i)]) <boolean>
If set, this message will only be visible when developer mode is on.
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

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.

Flags

  • 1 : Start Disabled

Inputs

Enable
Start displaying the message text, if the player is within the message radius.
Disable
Stop displaying the message text.


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

  • game_text - A similar entity that displays a custom message directly on the player screen.