env_introcredits

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env_introcredits is a point entity available in Black Mesa Black Mesa. This entity is used to roll intro credits. You can set up your own intro credits in scripts/credits.txt file. In original campaign, this feature used in whole "Black Mesa Inbound" chapter.

Warning.pngWarning:The credits shows in the same place as the player's health and armor. It is not recommended to use this entity if player in suit, because the credits will be displayed under the HUD.
Example.

Black Mesa Level Creation

Credits script

All intro credits are stored in IntroCredits body (line 17). Each map can have its own intro credits and total time for credits roll. This is example of intro credits script to make your credits properly working. The comments explain what each line does.

    "IntroCredits" //Into credits start here.
    {
        "map1" //The first map there we want to have credits.
	{
		"totaltime"		"90" //Total time (in seconds) we want to roll credits.
		"credits"
		{
			  "#Map1MyText1"              "#BLANK" //The first is the text that will be displayed, the second does nothing (even if you'll write here some already existing text).
			  "#Map1MyText2"              "#BLANK" //The second text that will be displayed.
			  "#Map1MyTextX"              "#BLANK" //The X text that will be displayed.
		}
	}

        "map2" //The second map there we want to have credits.
	{
		"totaltime"		"100" //Total time (in seconds) we want to roll credits.
		"credits"
		 {
			  "#Map2MyText1"              "#BLANK" //The first text that will be displayed.
			  "#Map2MyText2"              "#BLANK" //The second text that will be displayed.
			  "#Map2MyTextX"              "#BLANK" //The X text that will be displayed.
		 }
        "mapX" //The X map there we want to have credits.
	{
		"totaltime"		"X" //Total time (in seconds) we want to roll credits.
		"credits"
		 {
			  "#MapXMyText1"              "#BLANK" //The first text that will be displayed.
			  "#MapXMyText2"              "#BLANK" //The second text that will be displayed.
			  "#MapXMyTextX"              "#BLANK" //The X text that will be displayed.
		 }
	}
    }

Keyvalues

Start Active (startactive) <choices>
Do we want to start the intro credits rolling on spawn ?
  • 0: Off
  • 1: On

CBaseEntity:

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.
Icon-Bug.pngBug:Hammer does not move the entities accordingly in the editor.  [todo tested in?]
Pitch Yaw Roll (Y Z X) (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!
Spawnflags (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.

Inputs

Activate <void>
Start the intro credits rolling.
CBaseEntity:
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 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.
SetTeam <integer> !FGD
Changes this entity's team.
TeamNum <integer> !FGD
This input changes value for TeamNum property.
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.

Outputs

CBaseEntity:

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.