Game text
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Template:Base point It 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.
If your text is not displaying properly in a multiplayer game, try checking the "All Players" flag.


\"
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 ”
).
In code it is represented by class CGameText, defined in maprules.cpp.
Keyvalues
- Message Text ([todo internal name (i)]) <string>
- Message to display onscreen. \n signifies a new line in the text.
Bug:Hammer will automatically change
\n
to/n
. The only known workaround is to edit the vmf in notepad. [todo tested in ?]
- X (0 - 1.0 = left to right) (-1 centers) ([todo internal name (i)]) <string>
- 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 (0 - 1.0 = top to bottom) (-1 centers) ([todo internal name (i)]) <string>
- 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.
- Text Effect ([todo internal name (i)]) <choices>
- Text scan 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.
- Color2 ([todo internal name (i)]) <color255>
- The scanning color for the letter being scanned if the Text Effect keyvalue is set to Scan Out - usually a different shade of Color1.
- Fade in Time (or character scan time) ([todo internal name (i)]) <string>
- The time it should take for the text to fully fade in.
- Fade Out Time ([todo internal name (i)]) <string>
- The time it should take for the text to fade out, after the hold time has expired.
- Hold Time ([todo internal name (i)]) <string>
- The time the text should stay onscreen, after fading in, before it begins to fade out.
- Scan time (scan effect only) ([todo internal name (i)]) <string>
- 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.
- Text Channel ([todo internal name (i)]) <choices>
- 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.
- 1 : Channel 1
- 2 : Channel 2
- 3 : Channel 3
- 4 : Channel 4
- Master ([todo internal name (i)]) <string>
- Legacy support: The name of a master entity. If the master hasn't been activated, this entity will not activate.
- 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
- 1 : All Players
Inputs
- Display
- Display the message text.
Outputs
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.