Game ui: Difference between revisions

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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 as each game_ui only activates for one player at a time.}}
:{{todo|What happens if you don't...?}}
{{note|Bots can use this entity and fire its outputs.}}
{{note|Bots can use this entity and fire its outputs.}}
== Keyvalues ==
== Keyvalues ==

Revision as of 08:38, 30 July 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.

Note.pngNote:You must have one instance of game_ui per player in multiplayer as each game_ui only activates for one player at a time.
Note.pngNote:Bots can use this entity and fire its outputs.

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 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 - The player cannot move (they can still crouch though)
  • Hide Weapon - Disables all the player's weapons
Note.pngNote:This will cause the player to go into their reference (T) pose.
  • +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.
Warning.pngWarning:The game will crash if the Deactivate input is fired on a game_ui that was deactivated by a player who has disconnected beforehand!
Tip.pngTip:AddOutputing OnUsers to a player and using a logic_branch together can be sufficient to workaround this.


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