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
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|
|GAMEOVER_ALLY|| ASSIGNMENT: TERMINATED
REASON: FAILURE TO PRESERVE MISSION-CRITICAL PERSONNEL
|GAMEOVER_OBJECT|| ASSIGNMENT: TERMINATED
REASON: FAILURE TO PRESERVE MISSION-CRITICAL RESOURCES
|GAMEOVER_TIMER|| ASSIGNMENT: TERMINATED
REASON: FAILURE TO PREVENT TIME-CRITICAL SEQUENCE
|GAMEOVER_STUCK|| ASSIGNMENT: TERMINATED
REASON: DEMONSTRATION OF EXCEEDINGLY POOR JUDGMENT
|CHAPTER2_TITLE||"A RED LETTER DAY"|
|CHAPTER5_TITLE||BLACK MESA EAST|
|CHAPTER6_TITLE||"WE DON'T GO TO RAVENHOLM..."|
- Message Text
- Message to be shown. See above.
- Sound Effect
- When the message is shown, this sound effect will be played, originating from this entity.
- Volume 0-10
- Volume of the sound effect.
- Sound Radius
- How big the radius of the sound is.
- 0 : Small Radius
- 1 : Medium Radius
- 2 : Large Radius
- 3 : Play Everywhere
- 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. Note:Try to avoid expensive operations in this function, as it may cause performance problems.
- 1 : Play Once
- 2 : All Clients
- Shows the message and plays the sound.
- Removes this entity from the world.
- Removes this entity and all its children from the world.
- Evaluates a keyvalue/output on this entity. It can be potentially very dangerous, use with care.
<output name> <targetname>:<inputname>:<parameter>:<delay>:<max times to fire, -1 means infinite>
- Fire the
OnUseroutputs; see User Inputs and Outputs.
- 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.
<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.
<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: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.
<string>(New with Left 4 Dead 2) !FGD
- Execute a VScript function in the scope of the receiving entity. Note:This input is missing from some games FGD files.
<origin>(New with Alien Swarm) !FGD
- Set this entity's origin in the map. Note:This input is missing from some games FGD files.
<angles>(New with Alien Swarm) !FGD
- Set this entity's angles in the map. Note:This input is missing from some games FGD files.
- Fired when the message is activated.
- These Outputs each fire in response to the firing of the like-numbered
FireUser4Input; see User Inputs and Outputs.
(New with Left 4 Dead)
- This Output fires when the entity is killed and removed from the game.