Game ui
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- Not to be confused with GameUI.
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.

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
ortarget
).
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:Deactivating an already-inactive game_ui crashes the game! This appears to be fixed in Team Fortress 2, though.
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