Text, lights and effects
These are point entities.
game_text
Shows a line of text in the world, on the HUD or both. show and hide switch the label, not the node.
- Inputs:
show,hide,set_text(text),flash(seconds) - Outputs:
shown,hidden - Keys:
text,placeworld (or hud, both),start_visible0,duration0,text_color255 255 255,world_size0.01,billboard1
duration hides it again after that many seconds, 0 keeps it up until hide. flash shows it for its parameter in
seconds, else duration, else 2. With billboard on, the world label faces the camera and draws through walls. Turn
it off for signs, the label then keeps the entity's angles and hides behind walls.
light and light_spot
Switchable omni and spot lights. switched only fires when the state actually changes.
- Inputs:
turn_on,turn_off,toggle - Outputs:
switched(on) - Keys:
light_energy1.0 (1.5 for spots),light_color255 255 255,start_on1,shadows0,fixture,fixture_offhide, andomni_range10, orspot_range15 andspot_angle35
Fixtures: give the lamp's glowing geometry a targetname and put it in fixture, a trailing * matches a prefix
so hall_tube_* covers every tube. It follows the light with no wiring, shown while on and hidden while off. With
fixture_off set to dark it stays visible with its emission off.
env_sound
A positional sound.
- Inputs:
play,stop,toggle - Outputs:
finished - Keys:
sound,volume_db0,max_distance0 (no limit),autoplay_on0,loop_sound0
env_particles
A particle effect for smoke, fire, sparks and dust. burst emits one shot, then a running effect carries on.
- Inputs:
start,stop,toggle,burst - Outputs:
finished - Keys:
amount32,lifetime2.0,one_shot0,start_emitting0,effectrise,area10 1 10
Without a process material of its own it builds one from effect: rise sends puffs upward, rain drops streaks
from a box area meters wide, high and deep.