Game ui: Difference between revisions
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Note:You must have one instance of game_ui per player in multiplayer.
Note:Bots can use this entity and fire its outputs.
Note:This will cause the player to go into their reference (T) pose.
Warning:Deactivating an already-inactive game_ui crashes the game!.
(Added note to Activate input) |
No edit summary |
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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|You must have one instance of game_ui per player in multiplayer.}} | {{note|You must have one instance of game_ui per player in multiplayer.}} | ||
:{{todo|What happens if you don't...?}} | |||
{{note|Bots can use this entity and fire its outputs.}} | |||
== Keyvalues == | == Keyvalues == | ||
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== Flags == | == Flags == | ||
* Freeze Player | * Freeze Player - The player cannot move (they can still crouch though) | ||
* Hide Weapon | * Hide Weapon - Disables all the player's weapons | ||
{{note|This will cause the player to go into their reference (T) pose.}} | |||
* +Use Deactivates | * +Use Deactivates | ||
* Jump Deactivates | * Jump Deactivates | ||
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== Inputs == | == Inputs == | ||
; <code>Activate</code> | ; <code>Activate</code> | ||
: The [[!activator]] will gain control upon this input being fired. | |||
; <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!.}} | |||
:{{todo|Which games is this an issue in? Only tested on {{tf2}}, where it crashes.}} | |||
{{I Targetname}} | {{I Targetname}} | ||
Revision as of 16:32, 9 February 2019
- Not to be confused with GameUI.
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.

- Todo: What happens if you don't...?

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, they regain 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
ortarget
).
Also displayed in Hammer's 2D views and Entity Report.See also: Generic Keyvalues, Inputs and Outputs available to all entities
Flags
- Freeze Player - The player cannot move (they can still crouch though)
- Hide Weapon - Disables all the player's weapons

- +Use Deactivates
- Jump Deactivates
Inputs
Activate
- The !activator will gain control upon this input being fired.
Deactivate
- The entity will only test FieldOfView if it is active.

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