text splash

Overview

Prints a text on the scene. Good for debugging.


Text Splash is very handy for debugging because their activations are automatically shown in the Log as follows:

[85311] *** TEXT SPLASH *** [Fail] [vs_script_0000]

In this example:

[85311] – is the frame where the Text Splash has been activated.

[Fail] – is the text that has been specified in the Text property.

[vs_script_0000] – is the exact name of the script where the Text Splash is located.

Inputs

activateActivates the block.

Outputs

finishTriggers when the animation finishes for the HUD splash.

Refs

targetIf pinned, the block is executed only if the pinned entity is the local player. If not pinned, the block is always executed.

Properties

Active?If turned off, the block won't send any events. The property can be set to false by triggering the "deactivate" input of the block.
TextText that will appear in the player's HUD.
ColorText color.
RGBARed/green/blue/alpha values of color.
Max sizeMax size of the increasing text in the player's HUD.
SpeedSpeed of appearance/disappearance of text.
Stop at end?If turned on, the text splash will disappear after the Speed time. If disabled, it will stay in the player's HUD.
Interrupt?If enabled, the second "text_splash" can interrupt the first "text_splash". Otherwise, the second "text_splash" is ignored.

Usage examples

Shortcuts

Alt+S+LMB

See also


On this page:


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