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		<id>https://www.wiki.obsidianconflict.net/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Deathy</id>
		<title>Obsidian Conflict Wiki - User contributions [en]</title>
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		<updated>2026-05-10T18:11:16Z</updated>
		<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://www.wiki.obsidianconflict.net/?title=Game_text_quick&amp;diff=115</id>
		<title>Game text quick</title>
		<link rel="alternate" type="text/html" href="https://www.wiki.obsidianconflict.net/?title=Game_text_quick&amp;diff=115"/>
				<updated>2008-03-08T02:25:04Z</updated>
		
		<summary type="html">&lt;p&gt;Deathy: Added last listbox thingy..&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Entity Description ==&lt;br /&gt;
&lt;br /&gt;
An entity that displays text on screen. The text can be defined in the Hammer Editor. The difference between game_text and game_text_quick is, that you can trigger the message you want to show on screen through the Input/Output-System.&lt;br /&gt;
The game_text_quick entity helps in many ways, mainly to save ent_data in huge maps and ease complex game_text In-/Outputrelations into one step.&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;'''Warning:'''&amp;lt;/span&amp;gt; Don't use quotation characters (&amp;quot;) in the Text Message field (not even \&amp;quot; characters). It will cause fatal errors with opening and/or compiling your map and may need to be fixed by manually editing the VMF in a text editor.&lt;br /&gt;
&lt;br /&gt;
== Keyvalues ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* targetname &amp;lt;target_source&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The name that other entities refer to this entity by.&lt;br /&gt;
&lt;br /&gt;
* spawnflags &amp;lt;flags&amp;gt; &lt;br /&gt;
&lt;br /&gt;
spawnflags&lt;br /&gt;
&lt;br /&gt;
* message &amp;lt;string&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Message to display onscreen.&lt;br /&gt;
&lt;br /&gt;
* x &amp;lt;string&amp;gt;&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
* y &amp;lt;string&amp;gt;&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
* effect &amp;lt;choices&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
* color &amp;lt;color255&amp;gt; &lt;br /&gt;
&lt;br /&gt;
* color2 &amp;lt;color255&amp;gt; &lt;br /&gt;
&lt;br /&gt;
* fadein &amp;lt;string&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The time it should take for the text to fully fade in.&lt;br /&gt;
&lt;br /&gt;
* fadeout &amp;lt;string&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The time it should take for the text to fade out, after the hold time has expired.&lt;br /&gt;
&lt;br /&gt;
* holdtime &amp;lt;string&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The time the text should stay onscreen, after fading in, before it begins to fade out.&lt;br /&gt;
&lt;br /&gt;
* fxtime &amp;lt;string&amp;gt;&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
* channel &amp;lt;choices&amp;gt;&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
* master &amp;lt;string&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Legacy support: The name of a master entity. If the master hasn't been activated, this entity will not activate.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Inputs ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Kill&lt;br /&gt;
&lt;br /&gt;
Removes this entity from the world.&lt;br /&gt;
&lt;br /&gt;
*KillHierarchy&lt;br /&gt;
&lt;br /&gt;
Removes this entity and all its children from the world.&lt;br /&gt;
&lt;br /&gt;
*AddOutput &amp;lt;string&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Adds an entity I/O connection to this entity. Format: &amp;lt;output name&amp;gt; &amp;lt;targetname&amp;gt;:&amp;lt;inputname&amp;gt;:&amp;lt;parameter&amp;gt;:&amp;lt;delay&amp;gt;:&amp;lt;max times to fire (-1 == infinite)&amp;gt;. Very dangerous, use with care.&lt;br /&gt;
&lt;br /&gt;
*FireUser1&lt;br /&gt;
&lt;br /&gt;
Causes this entity's OnUser1 output to be fired.&lt;br /&gt;
&lt;br /&gt;
*FireUser2&lt;br /&gt;
&lt;br /&gt;
Causes this entity's OnUser2 output to be fired.&lt;br /&gt;
&lt;br /&gt;
*FireUser3&lt;br /&gt;
&lt;br /&gt;
Causes this entity's OnUser3 output to be fired.&lt;br /&gt;
&lt;br /&gt;
*FireUser4&lt;br /&gt;
&lt;br /&gt;
Causes this entity's OnUser4 output to be fired.&lt;br /&gt;
&lt;br /&gt;
*Display&lt;br /&gt;
&lt;br /&gt;
Display the message text.&lt;br /&gt;
&lt;br /&gt;
*CounterEntity &amp;lt;string&amp;gt; &lt;br /&gt;
&lt;br /&gt;
Input a String to specify which math counter will be used to replace (math) in your message with a value.&lt;br /&gt;
&lt;br /&gt;
*DisplayText &amp;lt;string&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Display a message text defined in &amp;lt;string&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Outputs ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*OnUser1-4&lt;br /&gt;
&lt;br /&gt;
Fired in response to FireUser1-4 input.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&lt;br /&gt;
[[point_message_multiplayer]] - A similar entity that displays a text on a fixed location in the world.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Notes and References ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sub&amp;gt;1. [http://developer.valvesoftware.com/wiki/Game_text Valve Developer Wiki game_text article]&amp;lt;/sub&amp;gt;&lt;/div&gt;</summary>
		<author><name>Deathy</name></author>	</entry>

	<entry>
		<id>https://www.wiki.obsidianconflict.net/?title=Game_text_quick&amp;diff=114</id>
		<title>Game text quick</title>
		<link rel="alternate" type="text/html" href="https://www.wiki.obsidianconflict.net/?title=Game_text_quick&amp;diff=114"/>
				<updated>2008-03-08T01:02:22Z</updated>
		
		<summary type="html">&lt;p&gt;Deathy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Entity Description ==&lt;br /&gt;
&lt;br /&gt;
An entity that displays text on screen. The text can be defined in the Hammer Editor. The difference between game_text and game_text_quick is, that you can trigger the message you want to show on screen through the Input/Output-System.&lt;br /&gt;
The game_text_quick entity helps in many ways, mainly to save ent_data in huge maps and ease complex game_text In-/Outputrelations into one step.&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;'''Warning:'''&amp;lt;/span&amp;gt; Don't use quotation characters (&amp;quot;) in the Text Message field (not even \&amp;quot; characters). It will cause fatal errors with opening and/or compiling your map and may need to be fixed by manually editing the VMF in a text editor.&lt;br /&gt;
&lt;br /&gt;
== Keyvalues ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* targetname &amp;lt;target_source&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The name that other entities refer to this entity by.&lt;br /&gt;
&lt;br /&gt;
* spawnflags &amp;lt;flags&amp;gt; &lt;br /&gt;
&lt;br /&gt;
spawnflags&lt;br /&gt;
&lt;br /&gt;
* message &amp;lt;string&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Message to display onscreen.&lt;br /&gt;
&lt;br /&gt;
* x &amp;lt;string&amp;gt;&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
* y &amp;lt;string&amp;gt;&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
* effect &amp;lt;choices&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
* color &amp;lt;color255&amp;gt; &lt;br /&gt;
&lt;br /&gt;
* color2 &amp;lt;color255&amp;gt; &lt;br /&gt;
&lt;br /&gt;
* fadein &amp;lt;string&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The time it should take for the text to fully fade in.&lt;br /&gt;
&lt;br /&gt;
* fadeout &amp;lt;string&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The time it should take for the text to fade out, after the hold time has expired.&lt;br /&gt;
&lt;br /&gt;
* holdtime &amp;lt;string&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The time the text should stay onscreen, after fading in, before it begins to fade out.&lt;br /&gt;
&lt;br /&gt;
* fxtime &amp;lt;string&amp;gt;&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
* channel &amp;lt;choices&amp;gt;&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
* master &amp;lt;string&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Legacy support: The name of a master entity. If the master hasn't been activated, this entity will not activate.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Inputs ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Kill&lt;br /&gt;
&lt;br /&gt;
Removes this entity from the world.&lt;br /&gt;
&lt;br /&gt;
*KillHierarchy&lt;br /&gt;
&lt;br /&gt;
Removes this entity and all its children from the world.&lt;br /&gt;
&lt;br /&gt;
*AddOutput &amp;lt;string&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Adds an entity I/O connection to this entity. Format: &amp;lt;output name&amp;gt; &amp;lt;targetname&amp;gt;:&amp;lt;inputname&amp;gt;:&amp;lt;parameter&amp;gt;:&amp;lt;delay&amp;gt;:&amp;lt;max times to fire (-1 == infinite)&amp;gt;. Very dangerous, use with care.&lt;br /&gt;
&lt;br /&gt;
*FireUser1&lt;br /&gt;
&lt;br /&gt;
Causes this entity's OnUser1 output to be fired.&lt;br /&gt;
&lt;br /&gt;
*FireUser2&lt;br /&gt;
&lt;br /&gt;
Causes this entity's OnUser2 output to be fired.&lt;br /&gt;
&lt;br /&gt;
*FireUser3&lt;br /&gt;
&lt;br /&gt;
Causes this entity's OnUser3 output to be fired.&lt;br /&gt;
&lt;br /&gt;
*FireUser4&lt;br /&gt;
&lt;br /&gt;
Causes this entity's OnUser4 output to be fired.&lt;br /&gt;
&lt;br /&gt;
*Display&lt;br /&gt;
&lt;br /&gt;
Display the message text.&lt;br /&gt;
&lt;br /&gt;
*CounterEntity &amp;lt;string&amp;gt; &lt;br /&gt;
&lt;br /&gt;
Input a String to specify which math counter will be used to replace (math) in your message with a value.&lt;br /&gt;
&lt;br /&gt;
DisplayText &amp;lt;string&amp;gt; Display a message text defined in &amp;lt;string&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Outputs ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*OnUser1-4&lt;br /&gt;
&lt;br /&gt;
Fired in response to FireUser1-4 input.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&lt;br /&gt;
[[point_message_multiplayer]] - A similar entity that displays a text on a fixed location in the world.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Notes and References ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sub&amp;gt;1. [http://developer.valvesoftware.com/wiki/Game_text Valve Developer Wiki game_text article]&amp;lt;/sub&amp;gt;&lt;/div&gt;</summary>
		<author><name>Deathy</name></author>	</entry>

	<entry>
		<id>https://www.wiki.obsidianconflict.net/?title=Game_text_quick&amp;diff=113</id>
		<title>Game text quick</title>
		<link rel="alternate" type="text/html" href="https://www.wiki.obsidianconflict.net/?title=Game_text_quick&amp;diff=113"/>
				<updated>2008-03-08T01:01:33Z</updated>
		
		<summary type="html">&lt;p&gt;Deathy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Entity Description ==&lt;br /&gt;
&lt;br /&gt;
An entity that displays text on screen. The text can be defined in the Hammer Editor. The difference between game_text and game_text_quick is, that you can trigger the message you want to show on screen through the Input/Output-System.&lt;br /&gt;
The game_text_quick entity helps in many ways, mainly to save ent_data in huge maps and ease complex game_text In-/Outputrelations into one step.&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;'''Warning:'''&amp;lt;/span&amp;gt; Don't use quotation characters (&amp;quot;) in the Text Message field (not even \&amp;quot; characters). It will cause fatal errors with opening and/or compiling your map and may need to be fixed by manually editing the VMF in a text editor. Instead, use use detailed quotes (i.e. “ and ”).&lt;br /&gt;
&lt;br /&gt;
== Keyvalues ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* targetname &amp;lt;target_source&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The name that other entities refer to this entity by.&lt;br /&gt;
&lt;br /&gt;
* spawnflags &amp;lt;flags&amp;gt; &lt;br /&gt;
&lt;br /&gt;
spawnflags&lt;br /&gt;
&lt;br /&gt;
* message &amp;lt;string&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Message to display onscreen.&lt;br /&gt;
&lt;br /&gt;
* x &amp;lt;string&amp;gt;&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
* y &amp;lt;string&amp;gt;&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
* effect &amp;lt;choices&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
* color &amp;lt;color255&amp;gt; &lt;br /&gt;
&lt;br /&gt;
* color2 &amp;lt;color255&amp;gt; &lt;br /&gt;
&lt;br /&gt;
* fadein &amp;lt;string&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The time it should take for the text to fully fade in.&lt;br /&gt;
&lt;br /&gt;
* fadeout &amp;lt;string&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The time it should take for the text to fade out, after the hold time has expired.&lt;br /&gt;
&lt;br /&gt;
* holdtime &amp;lt;string&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The time the text should stay onscreen, after fading in, before it begins to fade out.&lt;br /&gt;
&lt;br /&gt;
* fxtime &amp;lt;string&amp;gt;&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
* channel &amp;lt;choices&amp;gt;&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
* master &amp;lt;string&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Legacy support: The name of a master entity. If the master hasn't been activated, this entity will not activate.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Inputs ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Kill&lt;br /&gt;
&lt;br /&gt;
Removes this entity from the world.&lt;br /&gt;
&lt;br /&gt;
*KillHierarchy&lt;br /&gt;
&lt;br /&gt;
Removes this entity and all its children from the world.&lt;br /&gt;
&lt;br /&gt;
*AddOutput &amp;lt;string&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Adds an entity I/O connection to this entity. Format: &amp;lt;output name&amp;gt; &amp;lt;targetname&amp;gt;:&amp;lt;inputname&amp;gt;:&amp;lt;parameter&amp;gt;:&amp;lt;delay&amp;gt;:&amp;lt;max times to fire (-1 == infinite)&amp;gt;. Very dangerous, use with care.&lt;br /&gt;
&lt;br /&gt;
*FireUser1&lt;br /&gt;
&lt;br /&gt;
Causes this entity's OnUser1 output to be fired.&lt;br /&gt;
&lt;br /&gt;
*FireUser2&lt;br /&gt;
&lt;br /&gt;
Causes this entity's OnUser2 output to be fired.&lt;br /&gt;
&lt;br /&gt;
*FireUser3&lt;br /&gt;
&lt;br /&gt;
Causes this entity's OnUser3 output to be fired.&lt;br /&gt;
&lt;br /&gt;
*FireUser4&lt;br /&gt;
&lt;br /&gt;
Causes this entity's OnUser4 output to be fired.&lt;br /&gt;
&lt;br /&gt;
*Display&lt;br /&gt;
&lt;br /&gt;
Display the message text.&lt;br /&gt;
&lt;br /&gt;
*CounterEntity &amp;lt;string&amp;gt; &lt;br /&gt;
&lt;br /&gt;
Input a String to specify which math counter will be used to replace (math) in your message with a value.&lt;br /&gt;
&lt;br /&gt;
DisplayText &amp;lt;string&amp;gt; Display a message text defined in &amp;lt;string&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Outputs ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*OnUser1-4&lt;br /&gt;
&lt;br /&gt;
Fired in response to FireUser1-4 input.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&lt;br /&gt;
[[point_message_multiplayer]] - A similar entity that displays a text on a fixed location in the world.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Notes and References ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sub&amp;gt;1. [http://developer.valvesoftware.com/wiki/Game_text Valve Developer Wiki game_text article]&amp;lt;/sub&amp;gt;&lt;/div&gt;</summary>
		<author><name>Deathy</name></author>	</entry>

	<entry>
		<id>https://www.wiki.obsidianconflict.net/?title=Game_text_quick&amp;diff=112</id>
		<title>Game text quick</title>
		<link rel="alternate" type="text/html" href="https://www.wiki.obsidianconflict.net/?title=Game_text_quick&amp;diff=112"/>
				<updated>2008-03-08T00:47:29Z</updated>
		
		<summary type="html">&lt;p&gt;Deathy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Entity Description ==&lt;br /&gt;
&lt;br /&gt;
An entity that displays text on screen. The text can be defined in the Hammer Editor. The difference between game_text and game_text_quick is, that you can trigger the message you want to show on screen through the Input/Output-System.&lt;br /&gt;
The game_text_quick entity helps in many ways, mainly to save ent_data in huge maps and ease complex game_text In-/Outputrelations into one step.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Keyvalues ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* targetname &amp;lt;target_source&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The name that other entities refer to this entity by.&lt;br /&gt;
&lt;br /&gt;
* spawnflags &amp;lt;flags&amp;gt; &lt;br /&gt;
&lt;br /&gt;
spawnflags&lt;br /&gt;
&lt;br /&gt;
* message &amp;lt;string&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Message to display onscreen.&lt;br /&gt;
&lt;br /&gt;
* x &amp;lt;string&amp;gt;&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
* y &amp;lt;string&amp;gt;&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
* effect &amp;lt;choices&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
* color &amp;lt;color255&amp;gt; &lt;br /&gt;
&lt;br /&gt;
* color2 &amp;lt;color255&amp;gt; &lt;br /&gt;
&lt;br /&gt;
* fadein &amp;lt;string&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The time it should take for the text to fully fade in.&lt;br /&gt;
&lt;br /&gt;
* fadeout &amp;lt;string&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The time it should take for the text to fade out, after the hold time has expired.&lt;br /&gt;
&lt;br /&gt;
* holdtime &amp;lt;string&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The time the text should stay onscreen, after fading in, before it begins to fade out.&lt;br /&gt;
&lt;br /&gt;
* fxtime &amp;lt;string&amp;gt;&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
* channel &amp;lt;choices&amp;gt;&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
* master &amp;lt;string&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Legacy support: The name of a master entity. If the master hasn't been activated, this entity will not activate.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Inputs ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Kill&lt;br /&gt;
&lt;br /&gt;
Removes this entity from the world.&lt;br /&gt;
&lt;br /&gt;
*KillHierarchy&lt;br /&gt;
&lt;br /&gt;
Removes this entity and all its children from the world.&lt;br /&gt;
&lt;br /&gt;
*AddOutput &amp;lt;string&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Adds an entity I/O connection to this entity. Format: &amp;lt;output name&amp;gt; &amp;lt;targetname&amp;gt;:&amp;lt;inputname&amp;gt;:&amp;lt;parameter&amp;gt;:&amp;lt;delay&amp;gt;:&amp;lt;max times to fire (-1 == infinite)&amp;gt;. Very dangerous, use with care.&lt;br /&gt;
&lt;br /&gt;
*FireUser1&lt;br /&gt;
&lt;br /&gt;
Causes this entity's OnUser1 output to be fired.&lt;br /&gt;
&lt;br /&gt;
*FireUser2&lt;br /&gt;
&lt;br /&gt;
Causes this entity's OnUser2 output to be fired.&lt;br /&gt;
&lt;br /&gt;
*FireUser3&lt;br /&gt;
&lt;br /&gt;
Causes this entity's OnUser3 output to be fired.&lt;br /&gt;
&lt;br /&gt;
*FireUser4&lt;br /&gt;
&lt;br /&gt;
Causes this entity's OnUser4 output to be fired.&lt;br /&gt;
&lt;br /&gt;
*Display&lt;br /&gt;
&lt;br /&gt;
Display the message text.&lt;br /&gt;
&lt;br /&gt;
*CounterEntity &amp;lt;string&amp;gt; &lt;br /&gt;
&lt;br /&gt;
Input a String to specify which math counter will be used to replace (math) in your message with a value.&lt;br /&gt;
&lt;br /&gt;
DisplayText &amp;lt;string&amp;gt; Display a message text defined in &amp;lt;string&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Outputs ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*OnUser1-4&lt;br /&gt;
&lt;br /&gt;
Fired in response to FireUser1-4 input.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&lt;br /&gt;
[[point_message_multiplayer]] - A similar entity that displays a text on a fixed location in the world.&lt;/div&gt;</summary>
		<author><name>Deathy</name></author>	</entry>

	<entry>
		<id>https://www.wiki.obsidianconflict.net/?title=Game_text_quick&amp;diff=111</id>
		<title>Game text quick</title>
		<link rel="alternate" type="text/html" href="https://www.wiki.obsidianconflict.net/?title=Game_text_quick&amp;diff=111"/>
				<updated>2008-03-08T00:47:04Z</updated>
		
		<summary type="html">&lt;p&gt;Deathy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The title given to this article is incorrect due to technical limitations. The correct title is game_text_quick.&lt;br /&gt;
&lt;br /&gt;
== Entity Description ==&lt;br /&gt;
&lt;br /&gt;
An entity that displays text on screen. The text can be defined in the Hammer Editor. The difference between game_text and game_text_quick is, that you can trigger the message you want to show on screen through the Input/Output-System.&lt;br /&gt;
The game_text_quick entity helps in many ways, mainly to save ent_data in huge maps and ease complex game_text In-/Outputrelations into one step.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Keyvalues ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* targetname &amp;lt;target_source&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The name that other entities refer to this entity by.&lt;br /&gt;
&lt;br /&gt;
* spawnflags &amp;lt;flags&amp;gt; &lt;br /&gt;
&lt;br /&gt;
spawnflags&lt;br /&gt;
&lt;br /&gt;
* message &amp;lt;string&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Message to display onscreen.&lt;br /&gt;
&lt;br /&gt;
* x &amp;lt;string&amp;gt;&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
* y &amp;lt;string&amp;gt;&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
* effect &amp;lt;choices&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
* color &amp;lt;color255&amp;gt; &lt;br /&gt;
&lt;br /&gt;
* color2 &amp;lt;color255&amp;gt; &lt;br /&gt;
&lt;br /&gt;
* fadein &amp;lt;string&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The time it should take for the text to fully fade in.&lt;br /&gt;
&lt;br /&gt;
* fadeout &amp;lt;string&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The time it should take for the text to fade out, after the hold time has expired.&lt;br /&gt;
&lt;br /&gt;
* holdtime &amp;lt;string&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The time the text should stay onscreen, after fading in, before it begins to fade out.&lt;br /&gt;
&lt;br /&gt;
* fxtime &amp;lt;string&amp;gt;&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
* channel &amp;lt;choices&amp;gt;&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
* master &amp;lt;string&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Legacy support: The name of a master entity. If the master hasn't been activated, this entity will not activate.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Inputs ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Kill&lt;br /&gt;
&lt;br /&gt;
Removes this entity from the world.&lt;br /&gt;
&lt;br /&gt;
*KillHierarchy&lt;br /&gt;
&lt;br /&gt;
Removes this entity and all its children from the world.&lt;br /&gt;
&lt;br /&gt;
*AddOutput &amp;lt;string&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Adds an entity I/O connection to this entity. Format: &amp;lt;output name&amp;gt; &amp;lt;targetname&amp;gt;:&amp;lt;inputname&amp;gt;:&amp;lt;parameter&amp;gt;:&amp;lt;delay&amp;gt;:&amp;lt;max times to fire (-1 == infinite)&amp;gt;. Very dangerous, use with care.&lt;br /&gt;
&lt;br /&gt;
*FireUser1&lt;br /&gt;
&lt;br /&gt;
Causes this entity's OnUser1 output to be fired.&lt;br /&gt;
&lt;br /&gt;
*FireUser2&lt;br /&gt;
&lt;br /&gt;
Causes this entity's OnUser2 output to be fired.&lt;br /&gt;
&lt;br /&gt;
*FireUser3&lt;br /&gt;
&lt;br /&gt;
Causes this entity's OnUser3 output to be fired.&lt;br /&gt;
&lt;br /&gt;
*FireUser4&lt;br /&gt;
&lt;br /&gt;
Causes this entity's OnUser4 output to be fired.&lt;br /&gt;
&lt;br /&gt;
*Display&lt;br /&gt;
&lt;br /&gt;
Display the message text.&lt;br /&gt;
&lt;br /&gt;
*CounterEntity &amp;lt;string&amp;gt; &lt;br /&gt;
&lt;br /&gt;
Input a String to specify which math counter will be used to replace (math) in your message with a value.&lt;br /&gt;
&lt;br /&gt;
DisplayText &amp;lt;string&amp;gt; Display a message text defined in &amp;lt;string&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Outputs ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*OnUser1-4&lt;br /&gt;
&lt;br /&gt;
Fired in response to FireUser1-4 input.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&lt;br /&gt;
[[point_message_multiplayer]] - A similar entity that displays a text on a fixed location in the world.&lt;/div&gt;</summary>
		<author><name>Deathy</name></author>	</entry>

	<entry>
		<id>https://www.wiki.obsidianconflict.net/?title=Game_text_quick&amp;diff=110</id>
		<title>Game text quick</title>
		<link rel="alternate" type="text/html" href="https://www.wiki.obsidianconflict.net/?title=Game_text_quick&amp;diff=110"/>
				<updated>2008-03-08T00:46:15Z</updated>
		
		<summary type="html">&lt;p&gt;Deathy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{wrongtitle|title=Correct title}}&lt;br /&gt;
&lt;br /&gt;
== Entity Description ==&lt;br /&gt;
&lt;br /&gt;
An entity that displays text on screen. The text can be defined in the Hammer Editor. The difference between game_text and game_text_quick is, that you can trigger the message you want to show on screen through the Input/Output-System.&lt;br /&gt;
The game_text_quick entity helps in many ways, mainly to save ent_data in huge maps and ease complex game_text In-/Outputrelations into one step.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Keyvalues ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* targetname &amp;lt;target_source&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The name that other entities refer to this entity by.&lt;br /&gt;
&lt;br /&gt;
* spawnflags &amp;lt;flags&amp;gt; &lt;br /&gt;
&lt;br /&gt;
spawnflags&lt;br /&gt;
&lt;br /&gt;
* message &amp;lt;string&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Message to display onscreen.&lt;br /&gt;
&lt;br /&gt;
* x &amp;lt;string&amp;gt;&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
* y &amp;lt;string&amp;gt;&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
* effect &amp;lt;choices&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
* color &amp;lt;color255&amp;gt; &lt;br /&gt;
&lt;br /&gt;
* color2 &amp;lt;color255&amp;gt; &lt;br /&gt;
&lt;br /&gt;
* fadein &amp;lt;string&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The time it should take for the text to fully fade in.&lt;br /&gt;
&lt;br /&gt;
* fadeout &amp;lt;string&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The time it should take for the text to fade out, after the hold time has expired.&lt;br /&gt;
&lt;br /&gt;
* holdtime &amp;lt;string&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The time the text should stay onscreen, after fading in, before it begins to fade out.&lt;br /&gt;
&lt;br /&gt;
* fxtime &amp;lt;string&amp;gt;&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
* channel &amp;lt;choices&amp;gt;&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
* master &amp;lt;string&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Legacy support: The name of a master entity. If the master hasn't been activated, this entity will not activate.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Inputs ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Kill&lt;br /&gt;
&lt;br /&gt;
Removes this entity from the world.&lt;br /&gt;
&lt;br /&gt;
*KillHierarchy&lt;br /&gt;
&lt;br /&gt;
Removes this entity and all its children from the world.&lt;br /&gt;
&lt;br /&gt;
*AddOutput &amp;lt;string&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Adds an entity I/O connection to this entity. Format: &amp;lt;output name&amp;gt; &amp;lt;targetname&amp;gt;:&amp;lt;inputname&amp;gt;:&amp;lt;parameter&amp;gt;:&amp;lt;delay&amp;gt;:&amp;lt;max times to fire (-1 == infinite)&amp;gt;. Very dangerous, use with care.&lt;br /&gt;
&lt;br /&gt;
*FireUser1&lt;br /&gt;
&lt;br /&gt;
Causes this entity's OnUser1 output to be fired.&lt;br /&gt;
&lt;br /&gt;
*FireUser2&lt;br /&gt;
&lt;br /&gt;
Causes this entity's OnUser2 output to be fired.&lt;br /&gt;
&lt;br /&gt;
*FireUser3&lt;br /&gt;
&lt;br /&gt;
Causes this entity's OnUser3 output to be fired.&lt;br /&gt;
&lt;br /&gt;
*FireUser4&lt;br /&gt;
&lt;br /&gt;
Causes this entity's OnUser4 output to be fired.&lt;br /&gt;
&lt;br /&gt;
*Display&lt;br /&gt;
&lt;br /&gt;
Display the message text.&lt;br /&gt;
&lt;br /&gt;
*CounterEntity &amp;lt;string&amp;gt; &lt;br /&gt;
&lt;br /&gt;
Input a String to specify which math counter will be used to replace (math) in your message with a value.&lt;br /&gt;
&lt;br /&gt;
DisplayText &amp;lt;string&amp;gt; Display a message text defined in &amp;lt;string&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Outputs ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*OnUser1-4&lt;br /&gt;
&lt;br /&gt;
Fired in response to FireUser1-4 input.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&lt;br /&gt;
[[point_message_multiplayer]] - A similar entity that displays a text on a fixed location in the world.&lt;/div&gt;</summary>
		<author><name>Deathy</name></author>	</entry>

	<entry>
		<id>https://www.wiki.obsidianconflict.net/?title=Game_text_quick&amp;diff=109</id>
		<title>Game text quick</title>
		<link rel="alternate" type="text/html" href="https://www.wiki.obsidianconflict.net/?title=Game_text_quick&amp;diff=109"/>
				<updated>2008-03-08T00:44:33Z</updated>
		
		<summary type="html">&lt;p&gt;Deathy: game_text_quick&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Entity Description ==&lt;br /&gt;
&lt;br /&gt;
An entity that displays text on screen. The text can be defined in the Hammer Editor. The difference between game_text and game_text_quick is, that you can trigger the message you want to show on screen through the Input/Output-System.&lt;br /&gt;
The game_text_quick entity helps in many ways, mainly to save ent_data in huge maps and ease complex game_text In-/Outputrelations into one step.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Keyvalues ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* targetname &amp;lt;target_source&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The name that other entities refer to this entity by.&lt;br /&gt;
&lt;br /&gt;
* spawnflags &amp;lt;flags&amp;gt; &lt;br /&gt;
&lt;br /&gt;
spawnflags&lt;br /&gt;
&lt;br /&gt;
* message &amp;lt;string&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Message to display onscreen.&lt;br /&gt;
&lt;br /&gt;
* x &amp;lt;string&amp;gt;&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
* y &amp;lt;string&amp;gt;&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
* effect &amp;lt;choices&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
* color &amp;lt;color255&amp;gt; &lt;br /&gt;
&lt;br /&gt;
* color2 &amp;lt;color255&amp;gt; &lt;br /&gt;
&lt;br /&gt;
* fadein &amp;lt;string&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The time it should take for the text to fully fade in.&lt;br /&gt;
&lt;br /&gt;
* fadeout &amp;lt;string&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The time it should take for the text to fade out, after the hold time has expired.&lt;br /&gt;
&lt;br /&gt;
* holdtime &amp;lt;string&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The time the text should stay onscreen, after fading in, before it begins to fade out.&lt;br /&gt;
&lt;br /&gt;
* fxtime &amp;lt;string&amp;gt;&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
* channel &amp;lt;choices&amp;gt;&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
* master &amp;lt;string&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Legacy support: The name of a master entity. If the master hasn't been activated, this entity will not activate.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Inputs ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Kill&lt;br /&gt;
&lt;br /&gt;
Removes this entity from the world.&lt;br /&gt;
&lt;br /&gt;
*KillHierarchy&lt;br /&gt;
&lt;br /&gt;
Removes this entity and all its children from the world.&lt;br /&gt;
&lt;br /&gt;
*AddOutput &amp;lt;string&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Adds an entity I/O connection to this entity. Format: &amp;lt;output name&amp;gt; &amp;lt;targetname&amp;gt;:&amp;lt;inputname&amp;gt;:&amp;lt;parameter&amp;gt;:&amp;lt;delay&amp;gt;:&amp;lt;max times to fire (-1 == infinite)&amp;gt;. Very dangerous, use with care.&lt;br /&gt;
&lt;br /&gt;
*FireUser1&lt;br /&gt;
&lt;br /&gt;
Causes this entity's OnUser1 output to be fired.&lt;br /&gt;
&lt;br /&gt;
*FireUser2&lt;br /&gt;
&lt;br /&gt;
Causes this entity's OnUser2 output to be fired.&lt;br /&gt;
&lt;br /&gt;
*FireUser3&lt;br /&gt;
&lt;br /&gt;
Causes this entity's OnUser3 output to be fired.&lt;br /&gt;
&lt;br /&gt;
*FireUser4&lt;br /&gt;
&lt;br /&gt;
Causes this entity's OnUser4 output to be fired.&lt;br /&gt;
&lt;br /&gt;
*Display&lt;br /&gt;
&lt;br /&gt;
Display the message text.&lt;br /&gt;
&lt;br /&gt;
*CounterEntity &amp;lt;string&amp;gt; &lt;br /&gt;
&lt;br /&gt;
Input a String to specify which math counter will be used to replace (math) in your message with a value.&lt;br /&gt;
&lt;br /&gt;
DisplayText &amp;lt;string&amp;gt; Display a message text defined in &amp;lt;string&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Outputs ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*OnUser1-4&lt;br /&gt;
&lt;br /&gt;
Fired in response to FireUser1-4 input.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&lt;br /&gt;
[[point_message_multiplayer]] - A similar entity that displays a text on a fixed location in the world.&lt;/div&gt;</summary>
		<author><name>Deathy</name></author>	</entry>

	</feed>