Game ui: Difference between revisions

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(specify why you must use multiple game_uis in multiplayer)
m (Add flag values, Add internal name of FieldOfView keyval key)
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== Keyvalues ==
== Keyvalues ==


; FieldOfView <code><[[float]]></code>
{{KV|FieldOfView|intn=FieldOfView|float|The amount of tolerance in the view checking when determining whether the player's input is still under control.}}
: 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'''
:* 1.0 = straight ahead
:*'''0.0''' = '''+/- 90 degrees'''
:* 0.0 = +/- 90 degrees
:*'''-1.0''' = '''all directions'''
:* -1.0 = all directions
{{KV Targetname}}
{{KV Targetname}}


== Flags ==
== Flags ==


* Freeze Player - The player cannot move (they can still crouch though)
* 32 : Freeze Player - The player cannot move (they can still crouch though)
* Hide Weapon - Disables all the player's weapons
* 64 : Hide Weapon - Disables all the player's weapons
{{note|This will cause the player to go into their reference (T) pose.}}
{{note|This will cause the player to go into their reference (T) pose.}}
* +Use Deactivates
* 128 : +Use Deactivates
* Jump Deactivates
* 256 : Jump Deactivates


== Inputs ==
== Inputs ==

Revision as of 11:40, 17 March 2021

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 (FieldOfView) <float>
The amount of tolerance in the view checking when determining whether the player's input is still under 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

  • 32 : Freeze Player - The player cannot move (they can still crouch though)
  • 64 : Hide Weapon - Disables all the player's weapons
Note.pngNote:This will cause the player to go into their reference (T) pose.
  • 128 : +Use Deactivates
  • 256 : 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