Point message: Difference between revisions

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== Changing text in runtime ==
== Changing text in runtime ==
KeyValue "Entity Message" can be changed in runtime via VScript. You don't need to re-enable entity, changes will appear immediately.  
KeyValue "Entity Message" can be changed in runtime using VScript. You don't need to re-enable entity, changes will appear immediately.  
Here is short example:
Here is short example:
<source lang=cpp>
<source lang=cpp>

Revision as of 09:21, 19 February 2020

Point message.png

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

Icon-Bug.pngBug:Does not function in Counter-Strike: Source, Team Fortress 2 and Left 4 Dead 2.  [todo tested in ?]

Template:In code

Changing text in runtime

KeyValue "Entity Message" can be changed in runtime using VScript. You don't need to re-enable entity, changes will appear immediately. Here is short example:

current_entity = Entities.FindByName( cur_ent, "point_message_1" );
current_entity.__KeyValueFromString("message", "Hello World!");

Keyvalues

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


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.


Outputs

See also

  • game_text - A similar entity that displays a custom message directly on the player screen.
  • game_text_tf - Team Fortress 2 only. A similar entity that displays a custom HUD message on a team's screen.