trigger_numericdisplay

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trigger_numericdisplay
Type

point

Status

supported

 


Display a number on set of brush entities covered, for best results, with '+0~HEX_00' texture. The number is picked from keyvalue of chosen entity e.g. "health" from "monster_scientist". You can pick any accessible value from any entity, supports Private Entity Variables. The number is displayed on brushes specified in "Base digit name" keyvalue of this entity. Each brush covered with '+0~HEX_00' (or any other animated texture) represent single digit. Example: if you want to display three digit number, and "Base digit name" is set to "num_brush", the brush entities must be named "num_brush1", "num_brush2" and "num_brush3". Those brushes should be placed in reversed order, from right to left. ("num_brush1" represents far right digit, "num_brush2" represents center digit, and "num_brush3" represents far left digit)

1 Keyvalues

Entity to track : target

The entity from which the value is picked.

Key to read : netname

Keyvalue to pick a number from e.g. "health".

Base digit name : message

Update delay : frags

Time interval between value updates. The smaller the value is, the more frequently number is updated.

2 Flags

1 : Start On

Entity is activated on start.

2 : Cyclic

Changes the trigger_numericdisplay's behaviour to a single-fire-behaviour. With this flag set, the number will be updated once, and then idle until triggered again.

4 : Ignore leading zeroes

All leading zeroes will be displayed as an 'a' letter ('+A~HEX_00'), so "0345" is converted to "a345".

8 : Zero as leading

Zero number is treated as a leading zero.

3 Notes

If other texture in '~texturename' sequence is used, (e.g. '+3~HEX_00' instead of '+0~HEX_00'), then displayed digit value is increased by three, for '+7~HEX_00' value is increased by seven e.t.c.Entity supports any texture that is animated, even if there are missing animation frames. If no '+a' texture provided, the texture will animate itself normally.