vgui_movie_display is a point entity available in all Source games since Alien Swarm. This entity is used to display videos in the world. Portal 2 uses the Bink format for videos, while Portal 2: Community Edition uses the WebM format.
A movie screen is typically a brush face textured with elevator/elevator_screen or one of its variants. Make sure you click "Fit" in the Texture Application Tool.
Stretching movies across multiple screens
The master/slave keyvalues and U/V inputs on the entity can be used to stretch a movie across multiple displays. The usual setup for this involves one vgui_movie_display with "_master" at the end of its targetname, which then controls a group of slave vgui_movie_displays that have "Forced Slave" enabled and the same "Group Name" as the master entity.
Place a slave vgui_movie_display for each screen at the lower-left corner of the face. Change the width and height to match each panel. The U/V inputs can be used to set which part of the image is displayed on each screen.
To start the movie, fire an "Enable" input at all vgui_movie_display entities; wildcards are useful for this.
Valve includes a system for selecting elevator videos in custom maps. The
arrival_departure_transition_ents instance includes a pair of instance parameters which can be used to set the arrival and departure videos respectively. The
video_splitter.nut VScript will automatically handle setting the correct U/Vs.
To do: No longer works since the Perpetual Testing Initiative update. Are there any good community-made alternatives?
Property Name Value Fix up Name VMF Filename instances/transitions/arrival_departure_transition_ents.vmf Replace $arrival_video media/faithplate.bik Replace $departure_video media/animalking.bik
The video_splitter script also contains a list of all singleplayer campaign maps and which videos each map should play. For mods, it is recommended to add the mod's maps to this list. Single maps should continue to use the method above.
- Display Text
- Unknown use, appears non-functional.
- Movie Filename
- Path to the video file, located in media/. Portal 2 uses Bink (.bik) videos, while P2CE uses WebM (.webm) videos. See List of Portal 2 Movies for a list of default videos in Portal 2 (P2CE also includes WebM versions of these).
- Group Name
- What group of vgui_movie_display entities it belongs to.
- Loop Movie
- If true, the movie will be played in an endless loop.
- Stretch to Fill
- If true, will resize the movie to fill the screen.
- Forced slave
- Whether this is a "slave" vgui_movie_display that takes command from the master.
- Force precache
- Precache the movie referred to by Movie Filename on entity spawn.
- Panel width
- Width of the panel in units.
- Panel height
- Height of the panel in units.
- Disable Scanline Overlay
- Enables/Disables the scanline overlay.
- Use Custom UVs
- Same as SetUseCustomUVs input, just as a keyvalue
- U Min
- U (horizontal) minimum (0-1)
- U Max
- U (horizontal) maximum (0-1)
- V Min
- V (vertical) minimum (0-1)
- V Max
- V (vertical) maximum (0-1)
- Audio Volume
- Audio volume to use for video playback (0-10)
- 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: Entities transition to the next map with their parentsTip:
phys_constraintcan be used as a workaround if parenting fails.
- Global Entity Name
- When the player transitions to a new map, entities in the new map with matching globalnames will have their previous map's states copied over to it.
- Origin (X Y Z)
- The position of this entity's center in the world. Rotating entities typically rotate around their origin.Note: Hammer does not move the entities accordingly only in the editor.
- Pitch Yaw Roll (X Y Z)
- 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: This works on brush entities, although Hammer doesn't show the new angles.
- Response Contexts
- Pre-defined response system contexts; Format is
[key]:[value],[key]:[value],...and so on.Tip: Can also be filtered for or against!
- Toggles exclusive features of an entity, its specific number is determined by the combination of flags added.
- Hammer ID
- The entity's unique Hammer ID that's auto-generated on map compiles. Mainly used by plugins or debugging commands (like the
ent_keyvaluecommand). Run-time spawned entities don't have a Hammer ID.
- Entity Scripts
- 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.
- Script think function
- Name of a function in this entity's script which will be called automatically every 100 milliseconds (ten times a second) for the duration of the script. It can be used to create timers or to simulate autonomous behavior. The return value (if present) will set the time until the next call. Try to avoid expensive operations in this function, as it may cause performance problems.
- Lag Compensation
- Set to Yes to lag compensate this entity. Should be used very sparingly!
- Disable for Xbox 360
- If this entity should automatically be given the 'Disable' input on the Xbox 360 version of Source.
- Make movie visible.
- Make movie invisible.
- Sets the display text. Appears non-functional.
- Sets the movie to display.
- Use custom UVs.
- Start using this video as the master of it's group.
- Set the minimum U.
- Set the maximum U.
- Set the minimum V.
- Set the maximum V.
- 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:
- Removes all contexts from this entity's list.
- Removes this entity from the the movement hierarchy, leaving it free to move independently.
- Fires the respective
OnUseroutputs; see User Inputs and Outputs.
- Removes this entity and any entities parented to it from the world.
- Functions the same as
Kill, although this entity and any entities parented to it are killed on the same frame, being marginally faster than
- Remove a context from this entity's list. The name should match the key of an existing context.
- 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.
- As above, but without teleporting. The entity retains its position relative to the attachment at the time of the input being received.
- Dispatches a special effect from the entity's origin; see also List of Client Effects. Replaced by the particle system since .
- Execute a VScript file from disk, without file extension. The script contents are merged with the script scope of the receiving entity.
- 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. Bug: In Hammer, using string arguments will corrupt the VMF file's structure, making the file unviewable for the next Hammer session.
- Fix: Remove the string argument manually with a text editor.
- These outputs each fire in response to the firing of the like-numbered
FireUser4Input; see User Inputs and Outputs.