Env message: Difference between revisions

From Valve Developer Community
Jump to navigation Jump to search
(Undo revision 227898 by 求生的兔 (talk))
(Undo revision 227899 by 求生的兔 (talk))
Line 6: Line 6:
{{clr}}
{{clr}}


==语法==
==Syntax==
每条信息都定义于titles.txt 遵循其他valve文本结构. 譬如: <code>Title { Text Value }</code>. 这条信息可以引用 [[VGUI_Documentation#Localization|localized]] 文本前缀是 <code>#</code>
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>.


文本可以采用不同的格式设置,取决于语法提供的内容. 这个<code>resource/clientscheme.res</code> 负责字体的族, 大小和信息的宽度,而改变大小在此文件的这个<code>CenterPrintText</code> 项目内。
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.


可以定义变量,会影响以下信息直到被其他信息取代。
Variables can be defined which will affect all the messages below them, until overwritten with another value.


{| class="standard-table"
{| class="standard-table"
|-
|-
! 变量 !! 参数 !! 描述
! 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

English (en)Русский (ru)中文 (zh)Translate (Translate)
Env message.png

Template:Base point It draws a text message on player HUDs, predefined in the /scripts/titles.txt file.

C++ In code, it is represented by theCMessageclass, defined in theEnvMessage.cppfile.

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

Message Text (message) ([todo internal name (i)]) <string>
Message to be shown. See above.
Sound Effect (messagesound) ([todo internal name (i)]) <sound>
When the message is shown, this sound effect will be played, originating from this entity.
Volume 0-10 (messagevolume) ([todo internal name (i)]) <string>
Volume of the sound effect.
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.