✔️ Download example file
Game UIs and Logic Compares
Two of the most underused yet useful entities in Half-Life 2 are the
Game_UI and the
Logic_Compare. Although I can't think of one particular place in Half-Life 2 where either were used, they show promise to make some interesting single player and multiplayer entity setups that will provide a cool means of controlling
other entity setups. I'll go ahead and note that these are very boring examples, but they will be combined for a much more awesome result in the next tutorial assuming I ever write it.
What is a Game UI?
- A game_ui is an entity that forwards part of your controls to be triggers in the input/output system.
- It can be used to control various entity setups of your map with your primary/secondary fire mouse keys, and your movement keys.
What is a Logic_Compare?
- A logic_compare is an entity that triggers other entities based on satisfied conditions by comparing.
- It can be used to toggle entities on or off, open or closed, moving or not.
Getting Started
Setting these up are quite easy once you get the hang of them, you just have to understand the logic behind them.
Start by creating a testing room with an
info_player_start, a
light_environment, and a brush that will later be turned into a
func_button. Have a little room to make testing objects.
What a beautiful dev room!
Now, place a
game_ui somewhere within the map. The location is irrelevant, so long as you know where it is.
We will set the
name of it to
UI. Go to the flags and make sure only
Freeze Player and
Hide Weapon are
checked. Before we get too heavily involved, we'll setup the button before we move on. Hop back over to your button brush and tie it to a
func_button. In the flags make sure
Dont Move,
Toggle, and
Use Activates are
checked. Nothing else should be checked.
Now we need to set up the outputs to the button. Make sure they're like this:
When you activate a
game_ui, your four movement keys and two mouse keys are forwarded to the
game_ui as outputs that you can trigger. These are the only 6 buttons that a
game_ui can take advantage of. Once you deactivate the
game_ui, your controls are returned to you.
Before we actually set up the
game_ui and the
logic_compares, we need to have something that each of the buttons can trigger. We are going to make two rotating cylinders and a laser to demonstrate how the controls work.
Make a cylinder and tie it to a
func_rotating.
Name it
Rot_1 then set the
Max Rotation Speed to
150. Also
check the
X Axis in the flags. Make another cylinder next to it and
Name it
Rot_2, set the
Max Rotation Speed to
150, and then
check the
Y Axis and in the flags.
Now create an
env_laser next to your cylinders and name it something original such as
Laser. Type
LaserTarget into the
Target of Laser field and make sure
Start On is
unchecked in the flags. We can leave all other fields at default. Now make an
info_target above your
env_laser and name it
LaserTarget. You should now have something that looks a little like this:
Setting up the Game_UI and the Logic_Compares
Create three
logic_compares. Place one next to the first cylinder and
name it
Compare_1. Place another next to the second cylinder and
name it
Compare_2. Place the last one next to the laser and
name it
Compare_3.
Go back to the
Game_UI from earlier and head to the
Outputs tab.
Add to make it look like this:
If you fail to see what the Output triggers mean.
X Axis means that the
UI is forwarding your
Left and
Right Movement keys . For default controls, this is
A and
D. The
Y Axis output means that it's forwarding your your
Forward and Backwards movement keys. For default controls, this is
W and
S . As you look down on your keyboard, think of it like your X and Y axis graphs in math. The
X is the axis going from left and right while
Y is the axis going up and down.
AttackAxis means your
primary fire button (
left click). Although it is not used,
AttackAxis2 means your
secondary fire button (
right click). Don't hesitate to mess with the other outputs in there as well.
In the
target input,
SetValueCompare means that as long as you hold one of the UI forwarded buttons, the
UI sends a number to the
logic_compare. It will send it either
-1,
, or
1. A value of
1 means that you are hitting either
D or
W, while a value of
-1 means that you are hitting either an
A or
S. A value of
means that you are hitting
nothing at all. Don't worry about it if you don't understand, it should make more sense to you in the next part.
Now to set up the
logic compares, go to the various
logic_compares and make the outputs look like this:
Compare_1:
Compare_2:
Compare_3:
A logic_compares default settings compare what outputs are sent to it based off of the compare value
(
On equal to). When you're
holding down a button and it sends it a
1, it triggers the
on greater than outputs. When you're
holding down a button that sends it a
-1, it triggers the
on less than outputs.
Thy will be done.. by keyboard and mouse.
Now your
forward and
backwards movement keys will make the first cylinder rock back and forth. Your
left and
right movement keys will now make the second cylinder rock left and right. And now holding down your
fire button will make turn the laser
on.
Happy Mapping!