game_ui

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Not to be confused with GameUI

Code classes:

game_ui is a point entity present in all Source games. It monitors a player's game input (such as walking and looking around) and puts it into outputs. It even works with bots!

Note: Multiplayer games will require one game_ui for every player that needs to be monitored at once.

Flags[edit | edit source]

  • 32: Freeze Player - Sets the player's walking speed to 0 while the entity is active.
  • 64: Hide Weapon - Makes the player's weapon be hidden. Bug: May not work in some games. Might make the player model go to it's reference pose. Only hides the crosshair in L4d.pngL4d2-small.png.
  • 128: +Use Deactivates - Stops monitoring the player if they press their use key.
  • 256: Jump Deactivates - Stops monitoring the player if they jump.

Keyvalues[edit | edit source]

FieldOfView (FieldOfView) <float>
If the entity is active, how far away the player can look from it while not deactivating it. -1 = any direction, 0 = 90 degrees, 1 = looking perfectly at it. The angle will still be checked even through solid walls.

Inputs[edit | edit source]

Activate <target_destination>
Starts monitoring input. If the parameter is specified, it monitors a player with that targetname. Otherwise, the entity monitors the !activator.
Deactivate
Stops monitoring the player input.

Outputs[edit | edit source]

Note: The player is the activator for all outputs.

PlayerOn
Fires when Activate is sent.
PlayerOff
Fires when Deactivate is sent or when the player looks outside of FieldOfView.
PressedMoveLeft
Fires when the player sends +moveleft (walk left).
UnpressedMoveLeft
Fires when the player sends -moveleft
PressedMoveRight
Fires when the player sends +moveright (walk right).
UnpressedMoveRight
Fires when the player sends -moveright.
PressedForward
Fires when the player sends +forward (walk forward).
UnpressedForward
Fires when the player sends -forward.
PressedBack
Fires when the player sends +back (walk backward).
UnpressedBack
Fires when the player sends -back.
PressedAttack
Fires when the player sends +attack (primary attack).
UnpressedAttack
Fires when the player sends -attack.
PressedAttack2
Fires when the player sends +attack2 (secondary attack).
UnpressedAttack2
Fires when the player sends -attack2.
XAxis
Only for analog controllers.
YAxis
Only for analog controllers.
AttackAxis
Only for analog controllers.
Attack2Axis
Only for analog controllers.