point_worldtext

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Info.png
This entity is not in the Team Fortress 2 FGD by default .
See below for instructions on making it available.

point_worldtext is a point entity available in Counter-Strike: Global Offensive Counter-Strike: Global Offensive. It is also available in Team Fortress 2 Team Fortress 2.

Example text generated by two point_worldtext entities

It is an entity that displays a text message oriented in the world, at its origin.

Usage

Blank image.pngTodo: Update this description for Team Fortress 2, which has a completely different implementation.

point_worldtext displays a specified text message in a set position in the world. It can be of any size and color, but the text outline cannot be changed. You can change the text message in-game by firing AddOutput with the parameter "message" and then the message you want to display. One downside of this text type is that it's stationary in the world and it is not part of the HUD, so you can't ensure that all players see it at all times. If you want to display important information that the player(s) must be constantly aware of, then it is better to use a game_text.

Tip.pngTip:The texture sheet has a bone icon assigned to the "~" character.
Note.pngNote: Text, size and color can be edited real time via AddOutput, making this entity very flexible and useful.

FGD Code

@PointClass base(Targetname, Parentname, Angles) worldtext() = point_worldtext : 
    "An entity that displays a text message oriented in the world, at its origin."
[
    message(string) : "Entity Message" : "" : "Text Message. Newline characters are accepted"
    textsize(float) : "Text Size" : 10 : "Text Size."
    textspacingX(float) : "Text Spacing X" : 0 : "Spacing between each letter along X axis"
    textspacingY(float) : "Text Spacing Y" : 0 : "Spacing between each letter along Y axis"
    color(color255) : "Color" : "255 255 255 255"
    font(choices) : "Font" : "0" =
    [
        0: "TF2 Build"
        1: "TF2 Build (no outline/shadow)"
        2: "TF2"
        3: "TF2 (no outline/shadow)"
        4: "Liberation Sans"
        5: "Liberation Sans (no outline/shadow)"
        6: "TF2 Professor"
        7: "TF2 Professor (no outline/shadow)"
        8: "Roboto Mono"
        9: "Roboto Mono (no outline/shadow)"
        10: "Roboto Mono (shadow only)"
        11: "Roboto Mono (green glow, soft edges)"
        12: "TF2 Build (soft edges)"
    ]
    orientation(choices) : "Orientation" : "0" =
    [
        0: "Stationary"
        1: "Face player"
        2: "Ignore pitch"
    ]
    rainbow(choices) : "Rainbow" : 0 =
    [
        0 : "No"
        1 : "Yes"
    ]

    // Inputs
    input SetText(string) : "Set the message text."
    input SetTextSize(float) : "Set the message text size."
    input SetTextSpacingX(float) : "Set the spacing between letters along the X axis."
    input SetTextSpacingY(float) : "Set the spacing between letters along the Y axis."
    input SetColor(string) : "Set the message color."
    input SetFont(integer) : "Set the font."
    input SetOrientation(integer) : "Set the orientation."
    input SetRainbow(integer) : "Enable rainbow text."
]

Keyvalues


Base:
Name (targetname) <string>
The name that other entities use to refer to this entity.
Parent (parentname) <targetname>
Maintain the same initial offset to this entity. An attachment point can also be used if separated by a comma at the end. (parentname [targetname],[attachment])
Tip.pngTip:Entities transition to the next map with their parents
Tip.pngTip:phys_constraint can be used as a workaround if parenting fails.
Origin (X Y Z) (origin) <coordinates>
The position of this entity's center in the world. Rotating entities typically rotate around their origin.
Note.pngNote:Hammer does not move the entities accordingly only in the editor.
Pitch Yaw Roll (X Y Z) (angles) <angle>
This entity's orientation in the world. Pitch is rotation around the Y axis, yaw is the rotation around the Z axis, roll is the rotation around the X axis.
Note.pngNote:This works on brush entities, although Hammer doesn't show the new angles.
Classname (classname) <string> !FGD
Determines the characteristics of the entity before it spawns.
Tip.pngTip:Changing this on runtime still has use, like making matching an entry in S_PreserveEnts will persist the entity on new rounds!
Flags (spawnflags) <flags> !FGD
Toggles exclusive features of an entity, its specific number is determined by the combination of flags added.
Effects (effects) <flags> !FGD
Combination of effect flags to use.
Entity Scripts (vscripts) <scriptlist> (in all games since Left 4 Dead 2) (also in Team Fortress 2)
Space delimited list of VScript files (without file extension) that are executed after all entities have spawned. The scripts are all executed in the same script scope, later ones overwriting any identical variables and functions. Scripts executed on the worldspawn entity will be placed in root scope.
Think function (thinkfunction) <string> (in all games since Left 4 Dead 2) (also in Team Fortress 2)
Name of the function within this entity's script that'll be called automatically every 100 milliseconds, or a user-defined interval if the function returns a number. Avoid expensive operations in this function, as it may cause performance problems.
Lag Compensation (LagCompensate) <boolean> (in all games since Left 4 Dead 2) !FGD
Set to Yes to lag compensate this entity. Should be used very sparingly!
Is Automatic-Aim Target (is_autoaim_target) <boolean> (in all games since Counter-Strike: Global Offensive) !FGD
If set to 1, this entity will slow down aiming movement for consoles and joystick controllers when the entity is under the crosshairs.

Text Options:
Available font varieties in TF2. With the exception of the two noted smaller typefaces, each entity is using the default size of 10.
Entity Message (message) <string>
Text that should be displayed. Team Fortress 2 Newlines can be inserted into the text via the newline character \n, but Hammer will automatically change this to /n, so this is only possible through other means such as VScript or through Hammer++ Hammer++.
Text Size (textsize) <float>
Size of the text. Setting this to 0 will display nothing. Negative values will flip the text upside down.
Color (color) <color255>
Color of the text. Team Fortress 2 Alpha is also parsed if R G B A format is specified. Otherwise, alpha defaults to 255.
Font (font) <material> (only in Strata Source)
Path to the font material sheet
Font (font) <integer> (only in Team Fortress 2)
Selects from a preset list of fonts:
  • 0: TF2 Build
  • 1: TF2 Build (no outline/shadow)
  • 2: TF2
  • 3: TF2 (no outline/shadow)
  • 4: Liberation Sans
  • 5: Liberation Sans (no outline/shadow)
  • 6: TF2 Professor
  • 7: TF2 Professor (no outline/shadow)
  • 8: Roboto Mono
  • 9: Roboto Mono (no outline/shadow)
  • 10: Roboto Mono (shadow only)
  • 11: Roboto Mono (green glow, soft edges)
  • 12: TF2 Build (soft edges)

Higher values will repeat font 12 indefinitely.

Blank image.pngTodo: Add font 12 to the gallery image.
Orientation (orientation) <integer> (only in Team Fortress 2)
  • 0: stationary text
  • 1: always face the player.
  • 2: ignores pitch (looking up/down)
Warning.pngWarning:Stationary text (aka orientation 0) is left aligned relative to the origin, while the rotating modes are center aligned. This will cause your text to "shift" if switching to/from 0.
Text Spacing X (textspacingx) <float> (only in Team Fortress 2)
Spacing between each letter along the X axis. Negative values will invert the text.
Text Spacing Y (textspacingy) <float> (only in Team Fortress 2)
Spacing between each letter along the Y axis. Only used when newlines are inserted into the text.
Rainbow (rainbow) <boolean> (only in Team Fortress 2)
Enables rainbow text, overriding the color keyvalue and SetColor input.

Flags

  • 1: Start Disabled (not in Team Fortress 2)
PlacementTip.pngWorkaround: Set the alpha to 0 via SetColor.

Inputs


Base:
AddContext <string>
Adds to the entity's list of response contexts. See Context.
AddOutput <string>
Assigns a new keyvalue/output on this entity. For keyvalues, some rely on extra necessary code to be ran and won't work if its simply just changed through this input. There is a strict format that must be followed:
// Format of changing KeyValues: "AddOutput [key] [value]"
//// Raw text:
"OnUser1" "!self,AddOutput,targetname new_name"

// Format of adding an Output: "AddOutput {targetname}:{inputname}:{parameter}:{delay}:{max times to fire, -1 means infinite}"
//// Raw text:
"OnUser1" "!self,AddOutput,OnUser1:SetParent:!activator:0.0:-1"
// Arguments can be left blank, but the empty blank should still be contained.
//// Raw text:
"OnUser1" "!self,AddOutput,OnUser1:ClearParent::0.0:-1"
ClearContext
Removes all contexts from this entity's list.
ClearParent
Removes this entity from the the movement hierarchy, leaving it free to move independently.
FireUser1 to FireUser4
Fires the respectiveOnUseroutputs; see User Inputs and Outputs.
Kill
Removes this entity and any entities parented to it from the world.
KillHierarchy
Functions the same as Kill, although this entity and any entities parented to it are killed on the same frame, being marginally faster thanKillinput.
RemoveContext <string>
Remove a context from this entity's list. The name should match the key of an existing context.
SetParent <string>
Move with this entity. See Entity Hierarchy (parenting).
SetParentAttachment <string>
Change this entity to attach to a specific attachment point on its parent. The entity will teleport so that the position of its root bone matches that of the attachment. Entities must be parented before being sent this input.
SetParentAttachmentMaintainOffset <string>
As above, but without teleporting. The entity retains its position relative to the attachment at the time of the input being received.
Use  !FGD
Same as a player invoking +use; no effect in most cases.
DispatchResponse <string> !FGD
Dispatches a response to the entity. See Response and Concept.
DispatchEffect <string> (removed since Left 4 Dead) !FGD
Dispatches a special effect from the entity's origin; See also List of Client Effects. Replaced by the particle system since Left 4 Dead.
RunScriptFile <script> (in all games since Left 4 Dead 2) (also in Team Fortress 2)
Execute a VScript file from disk, without file extension. The script contents are merged with the script scope of the receiving entity.
RunScriptCode <string> (in all games since Left 4 Dead 2) (also in Team Fortress 2)
Execute a string of VScript source code in the scope of the entity receiving the input. String quotation may be needed when fired via console.
Icon-Bug.pngBug:In Hammer, using string arguments will corrupt the VMF file's structure, making the file unviewable for the next Hammer session.
Note.pngFix:Remove the string argument manually with a text editor.
Note.pngNote:Team Fortress 2 Backtick characters ` are replaced with quotation marks at runtime, allowing quotation marks to be used when normally not possible.
CallScriptFunction <string> (in all games since Left 4 Dead 2) (also in Team Fortress 2) !FGD
Calls a VScript function defined in the scope of the receiving entity.
TerminateScriptScope  (only in Team Fortress 2) !FGD
Destroys the script scope of the receving entity.
SetLocalOrigin <coordinates> (in all games since Alien Swarm) !FGD
Send this entity to a spot in the map. If the entity is parented to something, it will be offset from the parent by this amount.
SetLocalAngles <angles> (in all games since Alien Swarm) !FGD
Set this entity's angles.

point_worldtext:
Enable  (not in Team Fortress 2)
Start displaying the message text.
Disable  (not in Team Fortress 2)
Stop displaying the message text.
SetMessage <string> (not in Team Fortress 2)
Set the message text.
Icon-Bug.pngBug:Does not work, use AddOutput Message <string> instead.
SetText <string> (only in Team Fortress 2)
Set the message text.
SetTextSize <float> (only in Team Fortress 2)
Set the message text size. Setting this to 0 will hide the text. Negative values will flip the text upside down.
SetTextSpacingX <float> (only in Team Fortress 2)
Set the spacing between letters along the X axis. Negative values will invert the text.
SetTextSpacingY <float> (only in Team Fortress 2)
Set the spacing between letters along the Y axis. Only used when newlines are inserted into the text.
SetColor <color255> (only in Team Fortress 2)
Set the message color.
SetFont <integer> (only in Team Fortress 2)
Set the message font. Accepts values 0 - 11
SetOrientation <integer> (only in Team Fortress 2)
Set the message orientation
SetRainbow <integer> (only in Team Fortress 2)
Enables Rainbow Text

Outputs

Base:

OnUser1 to OnUser4
These outputs each fire in response to the firing of the like-numbered FireUser1 to FireUser4 Input; see User Inputs and Outputs.

See also

  • point_message - A similar entity which displays a small custom message at a specific position in the game world.