An implementation of point_worldtext for older engine branches that don't support it. This would work by compiling and packing a model with the text, then placing it in the map as a prop_dynamic.
The main missing features compared to the real entity would be no dynamically changing the text in-game, and the lack of a Hammer preview (since CSGO added the helper for that). Could maybe use the vgui_arrows model or a custom model to indicate the orientation.
The entity should still be included in games that have the real point_worldtext, no real good reason not to.
TF2 point_worldtext will also need the custom hammer model since it doesn't support the helper. I think Hammer++ also backports the worldtext helper to the older branches, not sure if/how you want to handle that.
An implementation of
point_worldtext
for older engine branches that don't support it. This would work by compiling and packing a model with the text, then placing it in the map as a prop_dynamic.The main missing features compared to the real entity would be no dynamically changing the text in-game, and the lack of a Hammer preview (since CSGO added the helper for that). Could maybe use the vgui_arrows model or a custom model to indicate the orientation.
The entity should still be included in games that have the real
point_worldtext
, no real good reason not to.