Game ui
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Template:Wrongtitle Template:Base point
Entity description
An entity used to override player input when the player is looking at it.
Keyvalues
- Name (targetname) <string>[ Edit ]
- The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g.
parentname
ortarget
).
Also displayed in Hammer's 2D views and Entity Report.See also: Generic Keyvalues, Inputs and Outputs available to all entities
- <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. If the player isn't within the tolerance, the player regains control.
Flags
- 32 : Freeze Player
- 64 : Hide Weapon
- 128 : +Use Deactivates
- 256 : Jump Deactivates
Inputs
- Deactivate
- Return Player Control.
Warning:Deactivating an inactive game_ui crashes the game
- Activate
- Take Player Control.
Outputs
- PlayerOn
- Fired whenever this entity starts controlling the player's input. (!activator is the player.)
- PlayerOff
- Fired whenever this entity stops controlling the player's input. (!activator is the player.)
- PressedMoveLeft
- Fired whenever the player presses the moveleft key. (!activator is the player.)
- Fired whenever the player unpresses the moveleft key. (!activator is the player.)
- PressedMoveRight
- Fired whenever the player presses the moveright key. (!activator is the player.)
- Fired whenever the player unpresses the moveright key. (!activator is the player.)
- PressedForward
- Fired whenever the player presses the forward key. (!activator is the player.)
- Fired whenever the player unpresses the forward key. (!activator is the player.)
- PressedBack
- Fired whenever the player presses the backward key. (!activator is the player.)
- Fired whenever the player unpresses the backward key. (!activator is the player.)
- PressedAttack
- Fired whenever the player presses the attack key. (!activator is the player.)
- Fired whenever the player unpresses the attack key. (!activator is the player.)
- PressedAttack2
- Fired whenever the player presses the secondary attack key. (!activator is the player.)
- Fired whenever the player unpresses the secondary attack key. (!activator is the player.)
- XAxis <float>
- An output that fires whenever the X axis of the player's input changes. i.e. -1 when the player has "moveleft" key down, 1 when the player has moveright key down, and 0 if neither.
- (!activator is the player.)
- YAxis <float>
- An output that fires whenever the Y axis of the player's input changes. i.e. -1 when the player has "backward" key down, 1 when the player has "forward" key down, and 0 if neither.
- (!activator is the player.)
- AttackAxis <float>
- An output that fires whenever the state of the player's "attack" key changes. i.e. 1 when the player has the "attack" key down, 0 otherwise.
- (!activator is the player.)
- Attack2Axis <float>
- An output that fires whenever the state of the player's "secondary attack" key changes. i.e. 1 when the player has the "secondary attack" key down, 0 otherwise.
- (!activator is the player.)