How can I get in-game text to pop up? Created 19 years ago2005-06-02 21:23:49 UTC by Gackt Gackt

Created 19 years ago2005-06-02 21:23:49 UTC by Gackt Gackt

Posted 19 years ago2005-06-02 21:23:49 UTC Post #112353
I'm currently working on a game using the Source engine that requires text to appear onscreen when an item is picked up (or otherwise triggered). This is not something I'm familiar with, and I can't seem to find a tutorial of some sort, but I know it's possible - Garry's Mod has done it, so I'm sure anyone can. All I need is for a pre-written message to appear onscreen when you pick up an item, and it has to be able to pop up each time you trigger it. Any help in this regard would be most greatly appreciated.
Posted 19 years ago2005-06-03 01:37:12 UTC Post #112358
you are looking for env_message. if you really dont know what an entitie does. scroll down 1 by 1 in entitie properties, and click the help button. it will come up with a description of what it does, and what flags and inputs it can have.. hope this helps ;)
Posted 19 years ago2005-06-03 02:00:07 UTC Post #112359
don't use env_message,, if I remember right, that doesn't even exist in hammer 4..
use: Game_message.
I use that..
Then, make an input at all weapons, saying (I've never done this, but something like this..)

-On pickup
-game_test(the name)
-Display
Madcow MadcowSpy zappin my udder
Posted 19 years ago2005-06-03 04:18:49 UTC Post #112368
hello! i just tried it out.
heres what it is.

name - (gay)
message text - (trust me)
sound effect - (hahaha)
volume 0-10 - (10)
sound radius - (small radius) Flags - play once
- all clients
if you do not understand that. click
the "help" button, to the right of the "smart edit" button.
if you still cant figure it out. theres no hope! even from god himself! ;)
Posted 19 years ago2005-06-04 11:24:46 UTC Post #112545
Much appreciated, everyone! That gave me more than enough information, and the added bonus of having sound effects playable at the same time has brought forth even more creative ideas for me. Thanks a lot, as it will greatly assist me in developing my...secret project! More word on that in the future.
Posted 19 years ago2005-06-04 11:29:23 UTC Post #112547
oooo...I like secrets
Posted 19 years ago2005-06-04 11:39:46 UTC Post #112550
Hint, it's in someones avatar ;)
Habboi HabboiSticky White Love Glue
Posted 19 years ago2005-06-07 02:46:34 UTC Post #113048
Yeh gackt you still doing ship/ Pirate buisness. It looks great fun, If started doing modeling and i'm not half bad so if you ever need anything just email me.
Posted 19 years ago2005-06-08 10:39:12 UTC Post #113258
point_message brings up the message as if it were in the map i believe. (such as GM when you try and pick up something that would crash the game) Game_text brings it up as if it were credits or typical messages.
Posted 19 years ago2005-06-21 22:38:31 UTC Post #116069
Actually, you are incorrect, habboi. The Montigre (the ship pictured in my avatar), although a fine vessel in both craft and concept, was left incomplete on my part because I was unable to get the ship's cannonballs to cause any damage. I may return to it one day and implement a much better driving system and also damaging cannonballs, but for now, it will remain as it is. Sadly, I have a habit of not finishing anything I start; with the near-exception of dm_castle (which remains at 96.9% completion; I need to fill 3 more rooms and do a final compile before I release it publicly), I truly have not followed any map to completion. That's not to say I don't accomplish anything - I merely use my maps to build one particular thing, and when I've done it, I lose interest or simply forget about it.

The reason I wanted to know how to use in-game text was because I was making a survival horror mod that would play like a first-person Resident Evil. I had a storyline and mansion all laid out...but the text was just too much work and the house itself was infinately complex because of puzzles. That was the "Secret Project", which has been put off until further notice.

My new secret project consists of 2 parts: a level and a vehicle, which are being developed seperately. As for the context...let me just say that the vehicle is driving me "batty", and the entire city reeks of fear. Until I complete either one, those are all the clues you have. Good luck :)
Posted 19 years ago2005-06-21 22:50:28 UTC Post #116071
Guess I gave two clues away whereas only one was intended regarding the level...oh well.
Posted 19 years ago2005-06-21 23:28:41 UTC Post #116072
game_text works. thats what I use
Posted 19 years ago2005-06-22 02:35:03 UTC Post #116082
Gackt cant you realease what you have done for the pirate mod. I would of loved to see it come out! If you do I'm sure some of us could help it along. :o
Posted 19 years ago2005-06-22 16:00:12 UTC Post #116202
game_text or point_message (game_text is more polished, point_message is helpful for smaller messages which appear from a point.)
RabidMonkey RabidMonkeymapmapmapfapmap
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