This article's documentation is for anything that uses the Source engine. Click here for more information.

vgui_movie_display

From Valve Developer Community
Jump to: navigation, search
English (en)
... Icon-Important.png

vgui_movie_display is a point entity available in all Source Source games since Alien Swarm Alien Swarm. This entity is used to display videos in the world. Portal 2 Portal 2 uses the Bink format for videos, while Portal 2: Community Edition Portal 2: Community Edition (along with all Strata Source games) 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.

Icon-Bug.pngBug:Non-functional in Alien SwarmCounter-Strike: Global Offensive.
Icon-Bug.pngBug:If the video has sound, it will be heard at full volume everywhere in the map.
Icon-Bug.pngBug:The video restarts when pausing and unpausing the game.
Icon-Bug.pngBug:The movie display does not fade into fog, and rarely is visible through walls.

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.

Elevator videos

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.

Unfortnunately, the default instances included in Portal 2 have broken elevator videos since the Perpetual Testing Initiative update. To fix, visit this steam guide.

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.

Keyvalues

Display Text <string>
Unknown use, appears non-functional.
Movie Filename <string>
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 <string>
What group of vgui_movie_display entities it belongs to.
Loop Movie <boolean>
If true, the movie will be played in an endless loop.
Stretch to Fill <boolean> (in all games since Portal 2)
If true, will resize the movie to fill the screen.
Forced slave <boolean> (in all games since Portal 2)
Whether this is a "slave" vgui_movie_display that takes command from the master.
Force precache <boolean> (only in Portal 2)
Precache the movie referred to by Movie Filename on entity spawn.
Panel width <integer>
Width of the panel in units.
Panel height <integer>
Height of the panel in units.
Disable Scanline Overlay (noscanline) <boolean> (only in Portal 2: Community Edition)
Enables/Disables the scanline overlay.
Use Custom UVs (custom_uv) <boolean> (only in Portal 2: Community Edition)
Same as SetUseCustomUVs input, just as a keyvalue
U Min (u_min) <float> (only in Portal 2: Community Edition)
U (horizontal) minimum (0-1)
U Max (u_max) <float> (only in Portal 2: Community Edition)
U (horizontal) maximum (0-1)
V Min (v_min) <float> (only in Portal 2: Community Edition)
V (vertical) minimum (0-1)
V Max (v_max) <float> (only in Portal 2: Community Edition)
V (vertical) maximum (0-1)
Audio Volume (volume) <integer> (only in Portal 2: Community Edition)
Audio volume to use for video playback (0-10)

Base:
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.
Note.pngNote:Hammer does not move the entities accordingly only in the editor.
Pitch Yaw Roll (X Y Z) (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!
Flags (spawnflags) <integer> !FGD
Toggles exclusive features of an entity, its specific number is determined by the combination of flags added.
Effects (effects) <integer> !FGD
Combination of effect flags to use.
Entity Scripts (vscripts) <scriptlist> (in all games since Left 4 Dead 2) (also in Team Fortress 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. Scripts executed on the worldspawn entity will be placed in root scope.
Think function (thinkfunction) <string> (in all games since Left 4 Dead 2) (also in Team Fortress 2)
Name of the function within this entity's script that'll be called automatically every 100 milliseconds, or a user-defined interval if the function returns a number. Avoid expensive operations in this function, as it may cause performance problems.
Lag Compensation (LagCompensate) <boolean> (in all games since Left 4 Dead 2) !FGD
Set to Yes to lag compensate this entity. Should be used very sparingly!

Inputs

Enable
Make movie visible.
Disable
Make movie invisible.
SetDisplayText <string>
Sets the display text. Appears non-functional.
SetMovie <string> (in all games since Portal 2)
Sets the movie to display.
SetUseCustomUVs <boolean> (in all games since Portal 2)
Use custom UVs.
TakeOverAsMaster  (in all games since Portal 2)
Start using this video as the master of it's group.
SetUMin <float> (in all games since Portal 2)
Set the minimum U.
SetUMax <float> (in all games since Portal 2)
Set the maximum U.
SetVMin <float> (in all games since Portal 2)
Set the minimum V.
SetVMax <float> (in all games since Portal 2)
Set the maximum V.

Base:
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 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.
DispatchResponse <string> !FGD
Dispatches a response to the entity. See Response and Concept.
RunScriptFile <script> (in all games since 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> (in all games since 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.
Icon-Bug.pngBug: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.
CallScriptFunction <string> (in all games since Left 4 Dead 2) !FGD
Execute a VScript function in the scope of the receiving entity.

Outputs

Base:

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.