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game_text

game_text icon

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.