env_message

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Env message.png

env_message is a point entity available in all Source games. It draws a text message on player's HUD (or players' HUD's), predefined in the hl2/scripts/titles.txt file, packed inside the Steam/SteamApps/source engine.gcf.

Syntax

This text can be formatted in many different ways, according to the syntax provided in the titles.txt file. The resource/clientscheme.res is responsible for the font family, size and weight of the message. To change the size find CenterPrintText in the res file.

To do: Explain this syntax.

If you make a standalone modification, you can of course alter this file, but as default, titles.txt contains 23 messages. Some of these tokens seems to contain pointers to any hl2/resource/hl2_%language%.txt file packed inside the Steam/SteamApps/source engine.gcf file.

Message Value Printed Text
CR1 Testing 1
CR2 Testing 2
CR3 Testing 3
GAMEOVER_ALLY ASSIGNMENT: TERMINATED

SUBJECT: FREEMAN

REASON: FAILURE TO PRESERVE MISSION-CRITICAL PERSONNEL

GAMEOVER_OBJECT ASSIGNMENT: TERMINATED

SUBJECT: FREEMAN

REASON: FAILURE TO PRESERVE MISSION-CRITICAL RESOURCES

GAMEOVER_TIMER ASSIGNMENT: TERMINATED

SUBJECT: FREEMAN

REASON: FAILURE TO PREVENT TIME-CRITICAL SEQUENCE

GAMEOVER_STUCK ASSIGNMENT: TERMINATED

SUBJECT: FREEMAN

REASON: DEMONSTRATION OF EXCEEDINGLY POOR JUDGMENT

CHAPTER1_TITLE POINT INSERTION
CHAPTER2_TITLE "A RED LETTER DAY"
CHAPTER3_TITLE ROUTE KANAL
CHAPTER4_TITLE WATER HAZARD
CHAPTER5_TITLE BLACK MESA EAST
CHAPTER6_TITLE "WE DON'T GO TO RAVENHOLM..."
CHAPTER7_TITLE HIGHWAY 17
CHAPTER8_TITLE SANDTRAPS
CHAPTER9_TITLE NOVA PROSPEKT
CHAPTER9A_TITLE ENTANGLEMENT
CHAPTER10_TITLE ANTICITIZEN ONE
CHAPTER11_TITLE "FOLLOW FREEMAN!"
CHAPTER12_TITLE OUR BENEFACTORS
CHAPTER13_TITLE DARK ENERGY
GAMESAVED Saved...
GAMETITLE Half-Life

Keyvalues

Message Text <string>
Message to be shown. See above.
Sound Effect <sound>
When the message is shown, this sound effect will be played, originating from this entity.
Volume 0-10 <string>
Volume of the sound effect.
Sound Radius <choices>
How big the radius of the sound is.
  • 0 : Small Radius
  • 1 : Medium Radius
  • 2 : Large Radius
  • 3 : Play Everywhere

Targetname:

Name <string>
The targetname that other entities refer to this entity by.
Entity Scripts <scriptlist> (New with Left 4 Dead 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.
Script think function <string> (New with Left 4 Dead 2)
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.

Flags

  • 1 : Play Once
  • 2 : All Clients

Inputs

ShowMessage
Shows the message and plays the sound.

Targetname:

Kill
Removes this entity from the world.
KillHierarchy
Removes this entity and all its children from the world.
AddOutput  <string>
Evaluates a keyvalue/output on this entity. It can be potentially very dangerous, use with care.
Format: <key> <value>
Format: <output name> <targetname>:<inputname>:<parameter>:<delay>:<max times to fire, -1 means infinite>
FireUser1 to FireUser4
Fire the OnUser outputs; see User Inputs and Outputs.
Use  !FGD
Same as a player invoking +use; may not do anything. Can also be invoked by creating an output that does not specify an input.
This input is not included in Valve's FGDs.
RunScriptFile  <script> (New with Left 4 Dead 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> (New with Left 4 Dead 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.
Bug:
In <Left 4 Dead 2>, the code is executed in the script scope of the entity that fires the output, not the one receiving the input.
Warning:Never try to pass string parameters to a script function with this input. It will corrupt the VMF structure because of the nested quotation marks, which then must be removed manually with a text editor.
CallScriptFunction  <string> (New with Left 4 Dead 2)
Execute a VScript function in the scope of the receiving entity.
This input is missing from some games FGD files.

Outputs

OnShowMessage
Fired when the message is activated.
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.
OnKilled  

(New with Left 4 Dead)

This Output fires when the entity is killed and removed from the game.


See also

  • game_text - Similar entity that lets you define a text directly in the Hammer editor.
  • env_hudhint - Similar entity that displays predefined HUD hints about controls and other things.