Game ui
		
		
		
		Jump to navigation
		Jump to search
		
- Not to be confused with GameUI.
Template:Entity 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: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: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:Bots can use this entity and fire its outputs.
Note: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
 
Flags
- 32 : Freeze Player - The player cannot move (they can still crouch though)
- 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.- 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.
 Bug:The game will crash if the
Bug:The game will crash if the Deactivate input is fired on a game_ui that was activated by a player who has since disconnected.  [todo tested in ?] Workaround:AddOutputing OnUsers to a player and using a logic_branch together can be sufficient to workaround this. If the game supports it, VScript can also be used to check if the player entity still exists before firing the input. Workaround:AddOutputing OnUsers to a player and using a logic_branch together can be sufficient to workaround this. If the game supports it, VScript can also be used to check if the player entity still exists before firing the input.
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