game_text
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Code classes:
CGameText
CRulePointEntity
CRuleEntity
CBaseEntity
(all ents)
game_text
is a point entity present in all Source games. It displays text on players' screens.
Bug: Does not work in .
Flags[edit | edit source]
- 1: All Players - Makes text show to the whole server, otherwise multiplayer games will only show to the
!activator
.
Keyvalues[edit | edit source]
- Message Text
(message)
<string>
- Message to display onscreen. Mods doing localization (or single mappers, if possible) should insert a string from a text file in
resource/
. (E.g.#Valve_Move_Forward
, defined in valve_english.txt will produce text saying "Move forward" in whichever language the player is using.) - Tip: Use
\n
signify a new line of text. - Bug: Hammer will automatically change
\
to/
. This can be worked around by editing the VMF with a text editor, although it will need to be done after saving. - X (0 - 1.0 = left to right) (-1 centers)
(x)
<float>
- Horizontal position of the text. 0.0 = far left, 1.0 = far right, -1 = perfectly centered.
- Y (0 - 1.0 = top to bottom) (-1 centers)
(y)
<float>
- Vertical position of the text. 0.0 = top, 1.0 = bottom, -1 = perfectly centered.
- Text Effect
(effect)
<choices>
- How the text appears and disappears.
- 0: Fade In/Out - The whole text fades in and fades out.
- 1:
Credits- Identical to Fade In/Out. - 2: Scan Out - Puts each letter in one by one and gives the letters an alternative color if they were just put in.
- Color1
(color)
<color255>
- The primary color used by all text effects. Note: Bright backgrounds or dark text colors can result in the text being nearly invisible if it's applied additively. Valve sometimes used a fourth number, but it doesn't seem to do anything.
- Color2
(color2)
<color255>
- The color a letter will be when it's first put on the screen when using Scan Out.
- Text Channel
(channel)
<choices>
- The game can have up to 6
game_text
s active at once, but every text message must use a different channel otherwise the previous message on that channel will be erased. In some games, the text channels have different properties (rendering additively, different sizes, different fonts). If more than 6 channels are used, ones with lower numbers will be written over.- 0: Channel 0 (Not in FGD)
- 1: Channel 1
- 2: Channel 2
- 3: Channel 3
- 4: Channel 4
- 5: Channel 5 (Not in FGD)
- Fade in Time (or character scan time)
(fadein)
<float>
- If Text Effect is Fade In/Out, this is how long the text takes to fade in. If it's Scan Out, this is how long each letter will take to pop in.
- Hold Time
(holdtime)
<float>
- Once all the text is fully on-screen, how long to keep it there before fading away.
- Fade Out Time
(fadeout)
<float>
- How long it takes for text to fade out after Hold Time is over.
- Scan time (scan effect only)
(fxtime)
<float>
- If Text Effect is Scan Out, this is how long it will take a newly-created letter to fade from Color2 to Color1. Note: This fade time is not taken into account by Hold Time. Hold time begins the moment the last letter pops on the screen.
Inputs[edit | edit source]
- Display
- Shows the text. In multiplayer games, text will only show to the activator unless All Players is checked.
- SetText
<string>
(available in all games since ) - Sets Message Text.
- SetPosX
<float>
(available in all games since ) - Sets X.
- SetPosY
<float>
(available in all games since ) - Sets X.
- SetTextColor
<float>
(available in all games since ) - Sets Color1.
- SetTextColor2
<float>
(available in all games since ) - Sets Color2.