game_text
- Counter-Strike 2
- Half-Life: Alyx
- Dota 2
- Steam VR
Point Entity
An entity that displays text on player's screens.
Keyvalues
-
Entity Scripts (
vscripts
) <ScriptList
>
Name(s) of script files that are executed after all entities have spawned. -
Name (
targetname
) <TargetSource
>
The name that other entities refer to this entity by. -
Spawnflags (
spawnflags
) <Flags
>- All Players
-
Message Text (
message
) <String
>
Message to display onscreen. -
X (0 - 1.0 = left to right) (-1 centers) (
x
) <String
>
Horizontal position on the player's screens to draw the text. The value should be between 0 and 1, where 0 is the far left of the screen and 1 is the far right. -1 centers the text. -
Y (0 - 1.0 = top to bottom) (-1 centers) (
y
) <String
>
Vertical position on the player's screens to draw the text. The value should be between 0 and 1, where 0 is the top of the screen and 1 is the bottom. -1 centers the text. -
Text Effect (
effect
) <Choices
>- Fade In/Out
- Credits
- Scan Out
-
Color1 (
color
) <Color255
> -
Color2 (
color2
) <Color255
> -
Fade in Time (or character scan time) (
fadein
) <String
>
The time it should take for the text to fully fade in. -
Fade Out Time (
fadeout
) <String
>
The time it should take for the text to fade out, after the hold time has expired. -
Hold Time (
holdtime
) <String
>
The time the text should stay onscreen, after fading in, before it begins to fade out. -
Scan time (scan effect only) (
fxtime
) <String
>
If the 'Text Effect' is set to Scan Out, this is the time it should take to scan out all the letters in the text. -
Text Channel (
channel
) <Choices
>
You can have up to four individual game_text messages onscreen at once, stored in channels. Select which channel this text should be placed in, which will overwrite any active message already in that channel.- Channel 1
- Channel 2
- Channel 3
- Channel 4
-
Master (
master
) <String
>
Legacy support: The name of a master entity. If the master hasn't been activated, this entity will not activate.
Inputs
-
RunScriptFile <
String
>
Load and execute a script file -
RunScriptCode <
String
>
Execute a fragment of script code -
CallScriptFunction <
String
>
Call a script function -
CallPrivateScriptFunction <
String
>
Calls a script function from this entity's private script scope. -
CallGlobalScriptFunction <
String
>
Calls a script function in the global script scope. -
Kill <
Void
>
Removes this entity from the world. -
KillHierarchy <
Void
>
Removes this entity and all its children from the world. -
KillConstrained <
Void
>
Removes this entity, all its children, and anything constrained to it, from the world. -
AddOutput <
String
>
Adds an entity I/O connection to this entity. Parameter format: outputname>targetname>inputname>parameter>delay>max times to fire (-1 == infinite). Very dangerous, use with care. -
FireUser1 <
Void
>
Causes this entity's OnUser1 output to be fired. -
FireUser2 <
Void
>
Causes this entity's OnUser2 output to be fired. -
FireUser3 <
Void
>
Causes this entity's OnUser3 output to be fired. -
FireUser4 <
Void
>
Causes this entity's OnUser4 output to be fired. -
Display <
Void
>
Display the message text. -
SetText <
String
>
Set the text to display.
Outputs
-
OnUser1 <
Void
>
Fired in response to FireUser1 input. -
OnUser2 <
Void
>
Fired in response to FireUser2 input. -
OnUser3 <
Void
>
Fired in response to FireUser3 input. -
OnUser4 <
Void
>
Fired in response to FireUser4 input. -
OnKilled <
Void
>
Fired when the entity is killed and removed from the game. Parameter is the inflictor.
Point Entity
An entity that displays text on player's screens.
Keyvalues
-
Entity Scripts (
vscripts
) <ScriptList
>
Name(s) of script files that are executed after all entities have spawned. -
Name (
targetname
) <TargetSource
>
The name that other entities refer to this entity by. -
Spawnflags (
spawnflags
) <Flags
>- All Players
-
Message Text (
message
) <String
>
Message to display onscreen. -
X (0 - 1.0 = left to right) (-1 centers) (
x
) <String
>
Horizontal position on the player's screens to draw the text. The value should be between 0 and 1, where 0 is the far left of the screen and 1 is the far right. -1 centers the text. -
Y (0 - 1.0 = top to bottom) (-1 centers) (
y
) <String
>
Vertical position on the player's screens to draw the text. The value should be between 0 and 1, where 0 is the top of the screen and 1 is the bottom. -1 centers the text. -
Text Effect (
effect
) <Choices
>- Fade In/Out
- Credits
- Scan Out
-
Color1 (
color
) <Color255
> -
Color2 (
color2
) <Color255
> -
Fade in Time (or character scan time) (
fadein
) <String
>
The time it should take for the text to fully fade in. -
Fade Out Time (
fadeout
) <String
>
The time it should take for the text to fade out, after the hold time has expired. -
Hold Time (
holdtime
) <String
>
The time the text should stay onscreen, after fading in, before it begins to fade out. -
Scan time (scan effect only) (
fxtime
) <String
>
If the 'Text Effect' is set to Scan Out, this is the time it should take to scan out all the letters in the text. -
Text Channel (
channel
) <Choices
>
You can have up to four individual game_text messages onscreen at once, stored in channels. Select which channel this text should be placed in, which will overwrite any active message already in that channel.- Channel 1
- Channel 2
- Channel 3
- Channel 4
-
Master (
master
) <String
>
Legacy support: The name of a master entity. If the master hasn't been activated, this entity will not activate.
Inputs
-
RunScriptFile <
String
>
Load and execute a script file -
RunScriptCode <
String
>
Execute a fragment of script code -
CallScriptFunction <
String
>
Call a script function -
CallPrivateScriptFunction <
String
>
Calls a script function from this entity's private script scope. -
CallGlobalScriptFunction <
String
>
Calls a script function in the global script scope. -
Kill <
Void
>
Removes this entity from the world. -
KillHierarchy <
Void
>
Removes this entity and all its children from the world. -
AddOutput <
String
>
Adds an entity I/O connection to this entity. Parameter format: outputname>targetname>inputname>parameter>delay>max times to fire (-1 == infinite). Very dangerous, use with care. -
FireUser1 <
Void
>
Causes this entity's OnUser1 output to be fired. -
FireUser2 <
Void
>
Causes this entity's OnUser2 output to be fired. -
FireUser3 <
Void
>
Causes this entity's OnUser3 output to be fired. -
FireUser4 <
Void
>
Causes this entity's OnUser4 output to be fired. -
Display <
Void
>
Display the message text. -
SetText <
String
>
Set the text to display.
Outputs
-
OnUser1 <
Void
>
Fired in response to FireUser1 input. -
OnUser2 <
Void
>
Fired in response to FireUser2 input. -
OnUser3 <
Void
>
Fired in response to FireUser3 input. -
OnUser4 <
Void
>
Fired in response to FireUser4 input. -
OnKilled <
Void
>
Fired when the entity is killed and removed from the game.
Point Entity
An entity that displays text on player's screens.
Keyvalues
-
Entity Scripts (
vscripts
) <ScriptList
>
Name(s) of script files that are executed after all entities have spawned. -
Name (
targetname
) <TargetSource
>
The name that other entities refer to this entity by. -
Spawnflags (
spawnflags
) <Flags
>- All Players
-
Message Text (
message
) <String
>
Message to display onscreen. -
X (0 - 1.0 = left to right) (-1 centers) (
x
) <String
>
Horizontal position on the player's screens to draw the text. The value should be between 0 and 1, where 0 is the far left of the screen and 1 is the far right. -1 centers the text. -
Y (0 - 1.0 = top to bottom) (-1 centers) (
y
) <String
>
Vertical position on the player's screens to draw the text. The value should be between 0 and 1, where 0 is the top of the screen and 1 is the bottom. -1 centers the text. -
Text Effect (
effect
) <Choices
>- Fade In/Out
- Credits
- Scan Out
-
Color1 (
color
) <Color255
> -
Color2 (
color2
) <Color255
> -
Fade in Time (or character scan time) (
fadein
) <String
>
The time it should take for the text to fully fade in. -
Fade Out Time (
fadeout
) <String
>
The time it should take for the text to fade out, after the hold time has expired. -
Hold Time (
holdtime
) <String
>
The time the text should stay onscreen, after fading in, before it begins to fade out. -
Scan time (scan effect only) (
fxtime
) <String
>
If the 'Text Effect' is set to Scan Out, this is the time it should take to scan out all the letters in the text. -
Text Channel (
channel
) <Choices
>
You can have up to four individual game_text messages onscreen at once, stored in channels. Select which channel this text should be placed in, which will overwrite any active message already in that channel.- Channel 1
- Channel 2
- Channel 3
- Channel 4
-
Master (
master
) <String
>
Legacy support: The name of a master entity. If the master hasn't been activated, this entity will not activate.
Inputs
-
RunScriptFile <
String
>
Load and execute a script file -
RunScriptCode <
String
>
Execute a fragment of script code -
CallScriptFunction <
String
>
Call a script function -
CallPrivateScriptFunction <
String
>
Calls a script function from this entity's private script scope. -
CallGlobalScriptFunction <
String
>
Calls a script function in the global script scope. -
Kill <
Void
>
Removes this entity from the world. -
KillHierarchy <
Void
>
Removes this entity and all its children from the world. -
KillConstrained <
Void
>
Removes this entity, all its children, and anything constrained to it, from the world. -
AddOutput <
String
>
Adds an entity I/O connection to this entity. Parameter format: outputname>targetname>inputname>parameter>delay>max times to fire (-1 == infinite). Very dangerous, use with care. -
FireUser1 <
Void
>
Causes this entity's OnUser1 output to be fired. -
FireUser2 <
Void
>
Causes this entity's OnUser2 output to be fired. -
FireUser3 <
Void
>
Causes this entity's OnUser3 output to be fired. -
FireUser4 <
Void
>
Causes this entity's OnUser4 output to be fired. -
Display <
Void
>
Display the message text. -
SetText <
String
>
Set the text to display.
Outputs
-
OnUser1 <
Void
>
Fired in response to FireUser1 input. -
OnUser2 <
Void
>
Fired in response to FireUser2 input. -
OnUser3 <
Void
>
Fired in response to FireUser3 input. -
OnUser4 <
Void
>
Fired in response to FireUser4 input. -
OnKilled <
Void
>
Fired when the entity is killed and removed from the game. Parameter is the inflictor.
Point Entity
An entity that displays text on player's screens.
Keyvalues
-
Entity Scripts (
vscripts
) <ScriptList
>
Name(s) of script files that are executed after all entities have spawned. -
Name (
targetname
) <TargetSource
>
The name that other entities refer to this entity by. -
Spawnflags (
spawnflags
) <Flags
>- All Players
-
Message Text (
message
) <String
>
Message to display onscreen. -
X (0 - 1.0 = left to right) (-1 centers) (
x
) <String
>
Horizontal position on the player's screens to draw the text. The value should be between 0 and 1, where 0 is the far left of the screen and 1 is the far right. -1 centers the text. -
Y (0 - 1.0 = top to bottom) (-1 centers) (
y
) <String
>
Vertical position on the player's screens to draw the text. The value should be between 0 and 1, where 0 is the top of the screen and 1 is the bottom. -1 centers the text. -
Text Effect (
effect
) <Choices
>- Fade In/Out
- Credits
- Scan Out
-
Color1 (
color
) <Color255
> -
Color2 (
color2
) <Color255
> -
Fade in Time (or character scan time) (
fadein
) <String
>
The time it should take for the text to fully fade in. -
Fade Out Time (
fadeout
) <String
>
The time it should take for the text to fade out, after the hold time has expired. -
Hold Time (
holdtime
) <String
>
The time the text should stay onscreen, after fading in, before it begins to fade out. -
Scan time (scan effect only) (
fxtime
) <String
>
If the 'Text Effect' is set to Scan Out, this is the time it should take to scan out all the letters in the text. -
Text Channel (
channel
) <Choices
>
You can have up to four individual game_text messages onscreen at once, stored in channels. Select which channel this text should be placed in, which will overwrite any active message already in that channel.- Channel 1
- Channel 2
- Channel 3
- Channel 4
-
Master (
master
) <String
>
Legacy support: The name of a master entity. If the master hasn't been activated, this entity will not activate.
Inputs
-
RunScriptFile <
String
>
Load and execute a script file -
RunScriptCode <
String
>
Execute a fragment of script code -
CallScriptFunction <
String
>
Call a script function -
CallPrivateScriptFunction <
String
>
Calls a script function from this entity's private script scope. -
CallGlobalScriptFunction <
String
>
Calls a script function in the global script scope. -
Kill <
Void
>
Removes this entity from the world. -
KillHierarchy <
Void
>
Removes this entity and all its children from the world. -
AddOutput <
String
>
Adds an entity I/O connection to this entity. Parameter format: outputname>targetname>inputname>parameter>delay>max times to fire (-1 == infinite). Very dangerous, use with care. -
FireUser1 <
Void
>
Causes this entity's OnUser1 output to be fired. -
FireUser2 <
Void
>
Causes this entity's OnUser2 output to be fired. -
FireUser3 <
Void
>
Causes this entity's OnUser3 output to be fired. -
FireUser4 <
Void
>
Causes this entity's OnUser4 output to be fired. -
Display <
Void
>
Display the message text. -
SetText <
String
>
Set the text to display.
Outputs
-
OnUser1 <
Void
>
Fired in response to FireUser1 input. -
OnUser2 <
Void
>
Fired in response to FireUser2 input. -
OnUser3 <
Void
>
Fired in response to FireUser3 input. -
OnUser4 <
Void
>
Fired in response to FireUser4 input. -
OnKilled <
Void
>
Fired when the entity is killed and removed from the game.