Game text: Difference between revisions
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Warning:Don't use quotation characters (") in the Text Message field (not even
m (→Entity Description: Well if the apostrophes are going to be like that for some reason, the quote character should be consistent with that.) |
(CSS Availability) |
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==Availability== | ==Availability== | ||
{{in game|point}} {{game-base}} | {{in game|point}} {{game-base}}. <br> | ||
Does not function in Counter-Strike Source. | |||
{{in code|class=class_c_game_text.html CGameText|file=maprules_8cpp-source.html maprules.cpp}} | {{in code|class=class_c_game_text.html CGameText|file=maprules_8cpp-source.html maprules.cpp}} | ||
Revision as of 08:53, 20 October 2006
Entity Description
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.

\"
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.
Does not function in Counter-Strike Source.
Template:In code
Keyvalues
- Template:Kv targetname
- master
- <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: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
- Template:I targetname
- Display
- 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.