Env instructor hint: Difference between revisions
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Note:env_instructor_hint currently cannot display more than one hint at the same time.
Note:env_instructor_hint is not limited to icons listed above, please refer to scripts/mod_textures.txt located in the main pak01_dir.vpk for more icon options.
ThaiGrocer (talk | contribs) (→Icons: Thanks, Friskers.) |
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==Entity Description== | ==Entity Description== | ||
[[ | [[File:{{PAGENAME}}.gif|left|link=]] | ||
An entity that allows for creation and control of instructor lessons by map logic | |||
{{note|env_instructor_hint currently cannot display more than one hint at the same time.}} | {{note|env_instructor_hint currently cannot display more than one hint at the same time.}} | ||
{{clr}} | |||
==Keyvalues== | == Keyvalues == | ||
{{KV | {{KV|Target Entity|target_destination|The entity to show this hint on top of. The entity used must exist on the client, [[info_target_instructor_hint]] can be parented to server only entities for this purpose.}} | ||
{{KV|Positioning|choices|Either show at the position of the Target Entity. Or show the hint directly on the hud at a fixed position.}} | |||
:* 0 : Follow the Target Entity | |||
:* 1 : Show on the hud | |||
{{KV|Allow invisible target|choices|Do we allow the hint to follow entites with nodraw set?}} | |||
:*Follow the Target Entity | :* 0 : End immediately on nodraw | ||
:*Show on the hud | :* 1 : Yes | ||
{{KV|Caption|string|The text of your hint.}} | |||
{{KV|Caption Color|color255|The color of the caption text}} | |||
:*End immediately on nodraw | {{KV|Force caption|choices|Do we show the caption text even if the hint is occluded by a wall?}} | ||
:*Yes | :* 0 : No | ||
:* 1 : Show when occluded | |||
{{KV|Onscreen Icon|choices|The [[#Icons|icon]] to use when the hint is within the player's view.}} | |||
{{KV|Offscreen Icon|choices|The [[#Icons|icon]] to use when the hint is outside the player's view.}} | |||
{{KV|Show offscreen|choices|When the hint is offscreen, do we show an icon and arrow?}} | |||
:* 0 : Show | |||
:* 1 : Don't show | |||
:*No | {{KV|Bound Command|string|If using 'show key bindings' for the onscreen icon, this field should be the command we want to show bindings for}} | ||
:*Show when occluded | {{KV|Icon Height Offset|float|A height offset from the target entity's origin to display the hint}} | ||
{{KV|Size Pulsing|choices|The icon size can pulsate}} | |||
:* 0 : No Pulse | |||
:* 1 : Slow Pulse | |||
:* 2 : Fast Pulse | |||
:* 3 : Urgent Pulse | |||
{{KV|Alpha Pulsing|choices|The icon alpha can pulsate}} | |||
:*Show | :* 0 : No Pulse | ||
:*Don't show | :* 1 : Slow Pulse | ||
:* 2 : Fast Pulse | |||
:* 3 : Urgent Pulse | |||
{{KV|Shaking|choices|The icon can shake}} | |||
:* 0 : No Shaking | |||
:* 1 : Narrow Shake | |||
:* 2 : Wide Shake | |||
:*No Pulse | {{KV|Timeout|integer|The automatic timeout for the hint. 0 will persist until stopped with <code>EndHint</code>.}} | ||
:*Slow Pulse | {{KV|Display Range|float|The visible range of the hint. 0 will show it at any distance.}} | ||
:*Fast Pulse | {{KV|Show on First Sight|boolean|When the player first sees it, it will automatically show for them.}} | ||
:*Urgent Pulse | {{KV Targetname}} | ||
== Inputs == | |||
:*No Pulse | {{IO|ShowHint|Start showing the hint. If an entity name is passed as a parameter, the hint is shown only to that entity.}} | ||
:*Slow Pulse | {{IO|EndHint|Stop showing the hint if it hasn't already timed out.}} | ||
:*Fast Pulse | {{I Targetname}} | ||
:*Urgent Pulse | |||
== Outputs == | |||
{{O Targetname}} | |||
:*No Shaking | |||
:*Narrow Shake | |||
:*Wide Shake | |||
== Icons == | == Icons == | ||
Line 73: | Line 64: | ||
|- | |- | ||
| icon_info | | icon_info | ||
| [[Image:Hint_002_icon_info. | | [[Image:Hint_002_icon_info.jpg]] | ||
|- | |- | ||
| icon_shield | | icon_shield | ||
| [[Image:Hint_003_icon_shield. | | [[Image:Hint_003_icon_shield.jpg]] | ||
|- | |- | ||
| icon_alert | | icon_alert | ||
| [[Image:Hint_004_icon_alert. | | [[Image:Hint_004_icon_alert.jpg]] | ||
|- | |- | ||
| icon_alert_red | | icon_alert_red | ||
Line 85: | Line 76: | ||
|- | |- | ||
| icon_tip (again) | | icon_tip (again) | ||
| [[Image:Hint_006_icon_tip_(again). | | [[Image:Hint_006_icon_tip_(again).jpg]] | ||
|- | |- | ||
| icon_skull | | icon_skull | ||
Line 91: | Line 82: | ||
|- | |- | ||
| icon_no | | icon_no | ||
| [[Image:Hint_008_icon_no. | | [[Image:Hint_008_icon_no.jpg]] | ||
|- | |- | ||
| icon_interact | | icon_interact | ||
| [[Image:Hint_009_icon_interact. | | [[Image:Hint_009_icon_interact.jpg]] | ||
|- | |- | ||
| icon_button | | icon_button | ||
| [[Image:Hint_010_icon_button. | | [[Image:Hint_010_icon_button.jpg]] | ||
|- | |- | ||
| icon_door | | icon_door | ||
Line 103: | Line 94: | ||
|- | |- | ||
| icon_arrow_plain | | icon_arrow_plain | ||
| [[Image:Hint_012_icon_arrow_plain. | | [[Image:Hint_012_icon_arrow_plain.jpg]] | ||
|- | |- | ||
| icon_arrow_plain_white_dn | | icon_arrow_plain_white_dn | ||
| [[Image:Hint_013_icon_arrow_plain_white_dn. | | [[Image:Hint_013_icon_arrow_plain_white_dn.jpg]] | ||
|- | |- | ||
| icon_arrow_plain_white_up | | icon_arrow_plain_white_up | ||
| [[Image:Hint_014_icon_arrow_plain_white_up. | | [[Image:Hint_014_icon_arrow_plain_white_up.jpg]] | ||
|- | |- | ||
| icon_arrow_up | | icon_arrow_up | ||
| [[Image:Hint_015_icon_arrow_up. | | [[Image:Hint_015_icon_arrow_up.jpg]] | ||
|- | |- | ||
| icon_arrow_right | | icon_arrow_right | ||
| [[Image:Hint_016_icon_arrow_right. | | [[Image:Hint_016_icon_arrow_right.jpg]] | ||
|- | |- | ||
|} | |} | ||
{{note|env_instructor_hint is not limited to icons listed above, please refer to '''scripts/mod_textures.txt''' located in the main pak01_dir.vpk for more icon options.}} | {{note|env_instructor_hint is not limited to icons listed above, please refer to '''scripts/mod_textures.txt''' located in the main pak01_dir.vpk for more icon options.}} | ||
=== show key bindings === | === show key bindings === | ||
This is a special icon that requires setting entity property Bound Command. The following example sets Bound Command to "jump" (without quotations) with Caption set to "Bet you can't jump over me!" (without quotations). | This is a special icon that requires setting entity property Bound Command. The following example sets Bound Command to "jump" (without quotations) with Caption set to "Bet you can't jump over me!" (without quotations). | ||
[[ | [[File:Hint_017_show_key_bindings.jpg]] | ||
In this case, "+jump" is bound to "SPACE", the space bar on the keyboard. More commands can be found in the Left 4 Dead 2 cfg folder. Open config.cfg in a text editor to review which commands are currently bound to the client. | In this case, "+jump" is bound to "SPACE", the space bar on the keyboard. More commands can be found in the Left 4 Dead 2 cfg folder. Open config.cfg in a text editor to review which commands are currently bound to the client. | ||
== See also == | == See also == | ||
* [[L4D2 Level Design/Instructor Hints]] | * [[L4D2 Level Design/Instructor Hints]] |
Revision as of 23:54, 10 June 2011
Entity Description

An entity that allows for creation and control of instructor lessons by map logic

Keyvalues
- Target Entity ([todo internal name (i)]) <targetname>
- The entity to show this hint on top of. The entity used must exist on the client, info_target_instructor_hint can be parented to server only entities for this purpose.
- Positioning ([todo internal name (i)]) <choices>
- Either show at the position of the Target Entity. Or show the hint directly on the hud at a fixed position.
- 0 : Follow the Target Entity
- 1 : Show on the hud
- Allow invisible target ([todo internal name (i)]) <choices>
- Do we allow the hint to follow entites with nodraw set?
- 0 : End immediately on nodraw
- 1 : Yes
- Force caption ([todo internal name (i)]) <choices>
- Do we show the caption text even if the hint is occluded by a wall?
- 0 : No
- 1 : Show when occluded
- Onscreen Icon ([todo internal name (i)]) <choices>
- The icon to use when the hint is within the player's view.
- Offscreen Icon ([todo internal name (i)]) <choices>
- The icon to use when the hint is outside the player's view.
- Show offscreen ([todo internal name (i)]) <choices>
- When the hint is offscreen, do we show an icon and arrow?
- 0 : Show
- 1 : Don't show
- Bound Command ([todo internal name (i)]) <string>
- If using 'show key bindings' for the onscreen icon, this field should be the command we want to show bindings for
- Icon Height Offset ([todo internal name (i)]) <float>
- A height offset from the target entity's origin to display the hint
- Size Pulsing ([todo internal name (i)]) <choices>
- The icon size can pulsate
- 0 : No Pulse
- 1 : Slow Pulse
- 2 : Fast Pulse
- 3 : Urgent Pulse
- Alpha Pulsing ([todo internal name (i)]) <choices>
- The icon alpha can pulsate
- 0 : No Pulse
- 1 : Slow Pulse
- 2 : Fast Pulse
- 3 : Urgent Pulse
- Shaking ([todo internal name (i)]) <choices>
- The icon can shake
- 0 : No Shaking
- 1 : Narrow Shake
- 2 : Wide Shake
- Timeout ([todo internal name (i)]) <integer>
- The automatic timeout for the hint. 0 will persist until stopped with
EndHint
.
- Display Range ([todo internal name (i)]) <float>
- The visible range of the hint. 0 will show it at any distance.
- Show on First Sight ([todo internal name (i)]) <boolean>
- When the player first sees it, it will automatically show for them.
- Name (targetname) <string>[ Edit ]
- The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g.
parentname
ortarget
).
Also displayed in Hammer's 2D views and Entity Report.See also: Generic Keyvalues, Inputs and Outputs available to all entities
Inputs
- ShowHint
- Start showing the hint. If an entity name is passed as a parameter, the hint is shown only to that entity.
- EndHint
- Stop showing the hint if it hasn't already timed out.
Outputs
Icons

show key bindings
This is a special icon that requires setting entity property Bound Command. The following example sets Bound Command to "jump" (without quotations) with Caption set to "Bet you can't jump over me!" (without quotations).
In this case, "+jump" is bound to "SPACE", the space bar on the keyboard. More commands can be found in the Left 4 Dead 2 cfg folder. Open config.cfg in a text editor to review which commands are currently bound to the client.