Info node hint

From Valve Developer Community

This point-based entity is available in all Source games.

Table of contents

Entity Description

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Info_node_hint.jpg
An info_node_hint entity.

A hint node that is also a Ground navigation node. Full range of hint_types.

Keyvalues

Defines the name that other entities refer to this entity by.
  • hammerid [Episode Two Update]
<integer readonly> This id is used for debugging purposes in Hammer.
Pitch Yaw Roll (Y Z X)
This entity's angular orientation in the world (also used for angular effect entities).
  • nodeid
<read-only integer> Node ID
<choices> Hint
Literal Value Description
0 None
2 World: Window
12 World: Act Busy Hint
13 World: Visually Interesting
14 World: Visually Interesting (Don't aim at)
15 World: Inhibit Combine Mines within 15 feet
16 [Episode One Update] World: Visually Interesting (Stealth mode) [Episode One Update]
100 Crouch Cover Medium
101 Crouch Cover Low
102 Waste Scanner Spawn
103 Entrance / Exit Pinch
104 Guard Point
105 Enemy Disadvantage Point
106 Health Kit
400 Antlion: Burrow Point
401 Antlion: Thumper Flee Point
450 Headcrab: Burrow Point
451 [Episode One Update] Headcrab: Exit Pod Point [Episode One Update]
500 Roller: Patrol Point
501 Roller: Cleanup Spot
700 Crow: Fly to point
701 Crow: Perch point
900 Follower: Wait point
901 Override jump permission
902 Player squad transition point
903 NPC exit point
904 Strider node
950 [Episode One Update] Player Ally: Push away destination [Episode One Update]
1000 HL1 World: Machinery
1001 HL1 World: Blinking Light
1002 HL1 World: Human Blood
1003 HL1 World: Alien Blood
<string> Activity associated with this hint node. Various parts of the NPC AI play this activity at times. i.e. Actbusy nodes will play this activity when an NPC acts busy on the node.
<integer> Imagine this node requires that an NPC be in the node's field of view in order to use this hint.
<boolean>
<string> If specified, gives the hint a specific group name. Useful for hint nodes that need to be logically grouped together. NPCs may also refuse to use hint nodes that don't match their hint group.
<node_dest> The node ID of an associated target node, if any.
<choices> Don't pay attention to the facing of the node. May not apply to a given hint type.
Initial Value Description
0 No
1 Yes
2 Default
<choices> Require an NPC have a minimum state to use the hint.
Initial Value Description
1 Idle
2 Alert
3 Combat
<choices> Require an NPC have a maximum state to use the hint.
Initial Value Description
1 Idle
2 Alert
3 Combat

Flags

  • 65536: Allow jump up

Inputs

Enable hint.
Disable hint.
  • Kill
Removes this entity from the world.
Removes this entity and all its children from the world.
  • AddOutput <string>
Evaluates a keyvalue/output on this entity. It can be potentially very dangerous, use with care.
Format: <key> <value>
Format: <output name> <targetname>:<inputname>:<parameter>:<delay>:<max times to fire (-1 == infinite)>
Causes this entity's OnUser1-4 outputs to be fired. See User Inputs and Outputs.

Outputs

Fired when an NPC has reached this node and started using it. Passes along the NPC.
Fired when an NPC has stopped using this node. Passes along the NPC.
Fired in response to FireUser1-4 inputs. See User Inputs and Outputs.
!activator = activator