struct SEntityTagParams { EntityId entity; string text; float size; float visibleTime; float fadeTime; float viewDistance; string staticId; int column; ColorF color; string tagContext; };
IGameFramework.h
ColorF color;
int column;
For multicolumn tag display (0 or 1 defaults to standard 1 column display)
EntityId entity;
float fadeTime;
seconds to fade over, >= 0
float size;
font size
string staticId;
when nonempty string, display first for entity, and only most recent one (for continuous info like health display)
string tagContext;
string text;
float viewDistance;
maximum distance of entity from camera to show tag
float visibleTime;
seconds before starting fade, >= 0
SEntityTagParams();