Env message: Difference between revisions
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== | ==Syntax== | ||
Each message entry in titles.txt follows a similar structure as other Valve text files. Example: <code>Title { Text Value }</code>. The message can reference a [[VGUI_Documentation#Localization|localized]] string prefixed with <code>#</code>. | |||
This text can be formatted in many different ways, according to the syntax provided. The <code>resource/clientscheme.res</code> is responsible for the font family, size and weight of the message. To change the size find <code>CenterPrintText</code> in the res file. | |||
Variables can be defined which will affect all the messages below them, until overwritten with another value. | |||
{| class="standard-table" | {| class="standard-table" | ||
|- | |- | ||
! | ! Varaible !! Parameters !! Description | ||
|- | |- | ||
| $position || float, float || Position of the text onscreen. First float is horizontal, second is vertical. -1 is centered | | $position || float, float || Position of the text onscreen. First float is horizontal, second is vertical. -1 is centered |
Revision as of 09:11, 14 October 2019

Template:Base point It draws a text message on player HUDs, predefined in the /scripts/titles.txt
file.
Syntax
Each message entry in titles.txt follows a similar structure as other Valve text files. Example: Title { Text Value }
. The message can reference a localized string prefixed with #
.
This text can be formatted in many different ways, according to the syntax provided. The resource/clientscheme.res
is responsible for the font family, size and weight of the message. To change the size find CenterPrintText
in the res file.
Variables can be defined which will affect all the messages below them, until overwritten with another value.
Varaible | Parameters | Description |
---|---|---|
$position | float, float | Position of the text onscreen. First float is horizontal, second is vertical. -1 is centered |
$effect | integer | How it is displayed. 0 is fade in/fade out, 1 is flickery credits, 2 is write out |
$fxtime | float | The amount of time the highlight lags behind the leading edge of the text |
$color | R G B | Color of the text as red blue green between 0-255 |
$fadein | float | Fade in time of message or each character in seconds |
$fadeout | float | Fade out time in seconds |
$holdtime | float | How long to wait after fade in before fade out |
If you make a standalone modification you can alter this file with your own entries. The default titles from HL2 are listed below:
Message Value | Printed Text |
---|---|
CR1 | Testing 1 |
CR2 | Testing 2 |
CR3 | Testing 3 |
GAMEOVER_ALLY | ASSIGNMENT: TERMINATED
SUBJECT: FREEMAN REASON: FAILURE TO PRESERVE MISSION-CRITICAL PERSONNEL |
GAMEOVER_OBJECT | ASSIGNMENT: TERMINATED
SUBJECT: FREEMAN REASON: FAILURE TO PRESERVE MISSION-CRITICAL RESOURCES |
GAMEOVER_TIMER | ASSIGNMENT: TERMINATED
SUBJECT: FREEMAN REASON: FAILURE TO PREVENT TIME-CRITICAL SEQUENCE |
GAMEOVER_STUCK | ASSIGNMENT: TERMINATED
SUBJECT: FREEMAN REASON: DEMONSTRATION OF EXCEEDINGLY POOR JUDGMENT |
CHAPTER1_TITLE | POINT INSERTION |
CHAPTER2_TITLE | "A RED LETTER DAY" |
CHAPTER3_TITLE | ROUTE KANAL |
CHAPTER4_TITLE | WATER HAZARD |
CHAPTER5_TITLE | BLACK MESA EAST |
CHAPTER6_TITLE | "WE DON'T GO TO RAVENHOLM..." |
CHAPTER7_TITLE | HIGHWAY 17 |
CHAPTER8_TITLE | SANDTRAPS |
CHAPTER9_TITLE | NOVA PROSPEKT |
CHAPTER9A_TITLE | ENTANGLEMENT |
CHAPTER10_TITLE | ANTICITIZEN ONE |
CHAPTER11_TITLE | "FOLLOW FREEMAN!" |
CHAPTER12_TITLE | OUR BENEFACTORS |
CHAPTER13_TITLE | DARK ENERGY |
GAMESAVED | Saved... |
GAMETITLE | Half-Life |
Flags
- 1: Play Once
- 2: All Clients
Keyvalues
- Sound Effect (messagesound) ([todo internal name (i)]) <sound>
- When the message is shown, this sound effect will be played, originating from this entity.
- Sound Radius (messageattenuation) ([todo internal name (i)]) <choices>
- How big the radius of the sound is.
- 0: Small Radius
- 1: Medium Radius
- 2: Large Radius
- 3: Play Everywhere
Inputs
- ShowMessage
- Shows the message and plays the sound.
Outputs
- OnShowMessage
- Fired when the message is activated.
See Also
- game_text - Similar entity that lets you define a text directly in the Hammer editor.
- env_hudhint - Similar entity that displays predefined HUD hints about controls and other things.