- Not to be confused with GameUI.
game_ui is a point entity available in all Source games. It redirects important player key presses to a series of outputs, and can be used to make the player control vehicles built in a map. It can be activated with I/O, or by the player looking at it.
- The amount of tolerance in the view checking when determining whether the player's input is still under control.
- 1.0 = straight ahead
- 0.0 = +/- 90 degrees
- -1.0 = all directions
- 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. Note: Try to avoid expensive operations in this function, as it may cause performance problems.
- 32 : Freeze Player - The player cannot move (they can still crouch though)
- 64 : Hide Weapon - Disables all the player's weapons
- 128 : +Use Deactivates
- 256 : Jump Deactivates
- The !activator will gain control upon this input being fired.
- The entity will only test FieldOfView if it is active.
Deactivateinput is fired on a game_ui that was deactivated by a player who has disconnected beforehand!
- Removes this entity from the world.
- Removes this entity and its children from the world. Note: Entities already remove orphaned children upon being removed, but this input removes all children on the same frame, being marginally faster than
- Adds a keyvalue/output to 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 depending on the entity. Can also be invoked by firing an output that does not specify an input.
- 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 , 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.
- Execute a VScript function in the scope of the receiving entity.
- 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.
- Set this entity's angles.
The player is always the !activator.
- Fired when the entity starts or stops controlling the player's input.
- Fired on +moveleft/-moveleft
- Fired on +moveright/-moveright
- Fired on +forward/-forward
- Fired on +back/-back
- Fired on +attack/-attack
- Fired on +attack2/-attack2
- Fired whenever the X/Y axis of the player's input changes. Only useful for analogue gamepad input.
- -1.0 = +moveleft / +back at 100% speed
- 0 = no movement in this axis
- +1.0 = +moveright / +forward at 100% speed
- An output that fires whenever the state of the player's "attack" key changes. Only useful for analogue gamepad input.
- 1.0 = bumper is 100% depressed
- 0 = bumper is at rest
- These outputs each fire in response to the firing of the like-numbered
FireUser4Input; see User Inputs and Outputs.
- This output fires when the entity is killed and removed from the game.