Game text

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Revision as of 14:28, 31 October 2008 by Pb75 (talk | contribs) (Additional warning regarding localization)
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Template:Wrongtitle Template:Base point

Entity description

Game text.png

An entity that 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 for standalone bsp maps.

Warning.pngWarning:It is not suitable for any other usage, as it prevents localization and makes text editing impossible without a recompilation.
Warning.pngWarning:Don't use quotation characters (") in the Text Message field (not even \" 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 ).
  • 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.
Warning.pngWarning:Don't use quotation characters (") in the Text Message field (not even \" 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 ).

If your text is not displaying properly in a multiplayer game, try checking the "All Players" flag.

Note.pngNote:Does not function in Counter-Strike Source.

Template:In code

Keyvalues

<target_destination> Legacy support: The name of a master entity. If the master hasn't been activated, this entity will not activate.
  • message
<string> Message to display onscreen. \n signifies a new line in the text.
  • x
<float> 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
<float> 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.
  • effect
<choices> Text 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.
  • color
<color255> Color1 - The primary color used by all the text effects.
  • color2
<color255> Color2 - The scanning color for the letter being scanned if the Text Effect keyvalue is set to Scan Out - usually a different shade of Color1.
  • fadein
<float> The time it should take for the text to fully fade in.
  • fadeout
<float> The time it should take for the text to fade out, after the hold time has expired.
  • holdtime
<float> The time the text should stay onscreen, after fading in, before it begins to fade out.
  • fxtime
<float> 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.
  • channel
<choices> Text Channel. 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.
Note.pngNote:Only Channels 1-4 are displayed in the choice list.
Literal value Description
0 Channel 0
1 Channel 1
2 Channel 2
3 Channel 3
4 Channel 4
5 Channel 5

Flags

  • 1 : All Players

Inputs

Display the message text.

Outputs