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, place world (or hud, both), start_visible 0, duration 0, text_color 255 255 255, world_size 0.01, billboard 1

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_energy 1.0 (1.5 for spots), light_color 255 255 255, start_on 1, shadows 0, fixture, fixture_off hide, and omni_range 10, or spot_range 15 and spot_angle 35

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_db 0, max_distance 0 (no limit), autoplay_on 0, loop_sound 0

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: amount 32, lifetime 2.0, one_shot 0, start_emitting 0, effect rise, area 10 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.

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