Game text: Difference between revisions

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(→‎Keyvalues: Added description of colors and descriptions of effects.)
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:<choices> Text Effect.  
:<choices> Text Effect.  
:{|
:{|
! Literal value || Description
! Literal value || Effect || Description
|-
|-
| 0 || Fade In/Out
| 0 || Fade In/Out || The whole text is faded in, and then faded out.
|-
|-
| 1 || Credits
| 1 || Credits || {{todo|Unknown - seems to act like Fade In/Out. Provide description.}}
|-
|-
| 2 || Scan Out
| 2 || Scan Out || The text is scanned in letter by letter, and the whole text is then faded out.
|}
|}
*'''color'''
*'''color'''
:<[[color255]]> Color1.  
:<[[color255]]> Color1 - The primary color used by all the text effects.  
*'''color2'''
*'''color2'''
:<[[color255]]> Color2.  
:<[[color255]]> Color2 - The scanning color for the letter being scanned if the ''Text Effect'' keyvalue is set to ''Scan Out'' - usually a different shade of Color1.
*'''fadein'''
*'''fadein'''
:<float> The time it should take for the text to fully fade in.
:<float> The time it should take for the text to fully fade in.

Revision as of 15:47, 11 September 2006

Template:Wrongtitle

Entity Description

Game text.png

An entity that displays text on players' screens. This text can be defined directly in the Hammer editor (unlike the similar env_message entity). This entity is suitable for stand alone bsp maps, if they are not to be localized.

Warning.pngWarning:Don't use quotation characters (") in the Text Message field (not even \" characters). It will cause fatal errors with opening and/or compiling your map and may need to be fixed by manually editing the VMF in a text editor. Instead, use one apostrophe (') or two consecutive apostrophes ('').

Availability

Template:In game Template:Game-base Template:In code

Keyvalues

<target_destination> Legacy support: The name of a master entity. If the master hasn't been activated, this entity will not activate.
  • message
<string> Message to display onscreen. \n signifies a new line in the text.
  • x
<float> Horizontal position on the player's screens to draw the text. The value should be between 0 and 1, where 0 is the far left of the screen and 1 is the far right. -1 centers the text.
  • y
<float> Vertical position on the player's screens to draw the text. The value should be between 0 and 1, where 0 is the top of the screen and 1 is the bottom. -1 centers the text.
  • effect
<choices> Text Effect.
Literal value Effect Description
0 Fade In/Out The whole text is faded in, and then faded out.
1 Credits
Todo: Unknown - seems to act like Fade In/Out. Provide description.
2 Scan Out The text is scanned in letter by letter, and the whole text is then faded out.
  • color
<color255> Color1 - The primary color used by all the text effects.
  • color2
<color255> Color2 - The scanning color for the letter being scanned if the Text Effect keyvalue is set to Scan Out - usually a different shade of Color1.
  • fadein
<float> The time it should take for the text to fully fade in.
  • fadeout
<float> The time it should take for the text to fade out, after the hold time has expired.
  • holdtime
<float> The time the text should stay onscreen, after fading in, before it begins to fade out.
  • fxtime
<float> If the 'Text Effect' is set to Scan Out, this is the time it should take to scan out all the letters in the text.
  • channel
<choices> Text Channel. You can have up to four individual game_text messages onscreen at once, stored in channels. Select which channel this text should be placed in, which will overwrite any active message already in that channel.
Note.pngNote:Only Channels 1-4 are displayed in the choice list.
Literal value Description
0 Channel 0
1 Channel 1
2 Channel 2
3 Channel 3
4 Channel 4
5 Channel 5

Flags

  • 1 : All Players

Inputs

Display the message text.

Outputs

Also See

  • env_message - A similar entity that displays already defined messages from titles.txt.
  • point_message - A similar entity that displays a small custom message at a specific position in the game world.