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[Portal 2] vgui_movie_display is a point entity available in Portal 2.

Entity description

This entity is used to display Bink (.BIK) videos on a wall. See List of Portal 2 Movies.

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.

The usual setup involves one vgui_movie_display with "_master" at the end of its target name, 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. (This is so you can parent the entity to a panel.) Change the width and height to match each panel.

To start the movie, fire an "Enable" input at all vgui_movie_display entities; wildcards are useful for this.

You can also display movies in your Arrival or Departure Elevators by replacing the values present in the func_instance, instances/transitions/arrival_departure_transition_ents.vmf found in an already generated map, or by creating your own.

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

While not recommended for custom maps, Valve used a VScript ('''videos/video_splitter.nut''') to split the movies across 46 elevator room panels. It uses an embedded list of movies to control playback; you must add your own map name as a new entry to use it, though again, that's not recommended for custom maps.


Display Text <string>
To do: add description
Movie Filename <string>
Path to the Bink video file, located in media/ see List of Portal 2 Movies or import your own.
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>
If true, will resize the movie to fill the wall screen.
Forced slave <boolean>
Whether this is a "slave" vgui_movie_display that takes command from the master.
Force precache <boolean>
Precache the movie referred to by Movie Filename on entity spawn.
Panel width <integer>
Width of the panel in units. (Default: 2)
Panel height <integer>
Height of the panel in units. (Default: 2)


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.
Note:Try to avoid expensive operations in this function, as it may cause performance problems.


Pitch Yaw Roll (Y Z X) <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.


Parent <targetname>
Specifies a movement parent. An entity will maintain its initial offset from its parent. An attachment point can be added to the end of the name, separated by a comma.


Make movie visible.
Make movie invisible.
SetDisplayText  <string>
Sets the display text.
SetMovie  <string>
Sets the movie to display.
SetUseCustomUVs  <boolean>
Use custom UVs.
Start using this video as the master of it's group.
SetUMin  <float>
Set the minimum U.
SetUMax  <float>
Set the maximum U.
SetVMin  <float>
Set the minimum V.
SetVMax  <float>
Set the maximum V.


Removes this entity from the world.
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.
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) !FGD
Execute a VScript function in the scope of the receiving entity.
Note:This input is missing from some games FGD files.
SetLocalOrigin  <origin> (New with Alien Swarm) !FGD
Set this entity's origin in the map.
Note:This input is missing from some games FGD files.
SetLocalAngles  <angles> (New with Alien Swarm) !FGD
Set this entity's angles in the map.
Note:This input is missing from some games FGD files.


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.
Removes this entity from the the movement hierarchy, leaving it free to move independently.



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.

(New with Left 4 Dead)

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