Game ui

From Valve Developer Community
Revision as of 06:00, 2 September 2009 by TomEdwards (talk | contribs) (cleaned)
Jump to navigation Jump to search

Template:Base point 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.pngNote:Unreliable in multiplayer.

Keyvalues

FieldOfView <float>
How close to the entity the player's crosshair must be for it to take control. When the player leaves the active zone, (s)he regains control.
  • 1.0 = straight ahead
  • 0.0 = +/- 90 degrees
  • -1.0 = all directions
Name (targetname) <string>[ Edit ]
The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g. parentname or target).
Also displayed in Hammer's 2D views and Entity Report.
See also:  Generic Keyvalues, Inputs and Outputs available to all entities

Flags

  • Freeze Player
  • Hide Weapon
  • +Use Deactivates
  • Jump Deactivates

Inputs

Activate
Deactivate
The entity will only test FieldOfView if it is active.
Warning.pngWarning:Deactivating an already-inactive game_ui crashes the game!


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