Game text
		
		
		
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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 which uses the titles.txt file). This entity is suitable only for standalone bsp maps. 
\" 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 use detailed quotes (i.e. “ and ”).- See also point_message - A similar entity that displays a small custom message at a specific position in the game world.
 - Customizable triggered HUD-message - How to create a new entity that is similar to game_text but can receive the message string via a triggered input.
 
\" 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 use detailed quotes (i.e. “ and ”).If your text is not displaying properly in a multiplayer game, try checking the "All Players" flag.
In code it is represented by class CGameText, defined in maprules.cpp.
Keyvalues
- Name (targetname) <string>[ Edit ]
 - The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g. 
parentnameortarget).
Also displayed in Hammer's 2D views and Entity Report.See also: Generic Keyvalues, Inputs and Outputs available to all entities 
- 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
- Display
 
- Display the message text.
 
