Env instructor hint: Difference between revisions

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{{lang|Env instructor hint}}
[[File:env_instructor_hint.gif|left|link=]]
[[File:env_instructor_hint.gif|left|link=]]
[[File:Instructorhint.png|right|thumb|Example from Portal 2.]]
[[File:Hint_017_show_key_bindings.jpg‎‎‎|thumb|right|This example sets '''Bound Command''' to "jump" (without quotations) with '''Caption''' set to "Bet you can't jump over me!" (without quotations).]]
{{base point|env_instructor_hint|since=Left 4 Dead 2}} It it used to instruct the player to do some things, such as not shoot teammates.


{{base point|env_instructor_hint|since=Left 4 Dead 2}}
{{code class|CEnvInstructorHint|env_instructor_hint.cpp}}


{{clr}}
==Icons==
== Entity description ==
{| class="standard-table"
This entity allows creation and control of instructor lessons by map logic.
 
== Keyvalues ==
{{KV|Target Entity|target_destination|The entity to show this hint on top of. The entity used must be one that is replicated on the client, or the hint will never show up. The [[info_target_instructor_hint]] entity is designed for this purpose, allowing the hint to be placed in empty space or parented to a specific location on another entity.}}
{{note| If an [[info_target]] entity is used, the spawnflag to always transmit to the client must be checked.}}
{{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?}}
:* 0 : End immediately on nodraw
:* 1 : Yes
{{KV|Caption|string|The text of your hint.}}
{{Note|This field has a 100 character limit; if it exceeds the limit, the hint won't display.}}
{{KV|Caption Color|color255|The color of the caption text}}
{{KV|Force caption|choices|Do we show the caption text even if the hint is occluded by a wall?}}
:* 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
{{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}}
{{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}}
:* 0 : No Pulse
:* 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
{{KV|Timeout|integer|The automatic timeout for the hint. 0 will persist until stopped with <code>EndHint</code>.}}
{{KV|Display Range|float|The visible range of the hint. 0 will show it at any distance.}}
{{KV|Show on First Sight|boolean|When the player first sees it, it will automatically show for them.}}
{{KV|Gamepad Bound Command|string|If using 'show key bindings' for the onscreen icon, this field should be the command we want to show bindings for when gamepad is enabled (and PS3/X360)|since=p2}}
{{KV|Lesson Name|string|Hints with the same lesson name use a common base and are treated as instances the same lesson type.|since=l4d2}}
{{KV|Display Limit|integer|The number of times a hint can be seen. 0 means unlimited.|since=l4d2}}
{{KV|Instance Type|choices|How many instances of a single lesson type can be open or active at the same time. | since=l4d2}}
:* 0 : Multiple
:* 1 : Single Open (Prevents new hints from opening.)
:* 2 : Fixed Replace (Ends other hints when a new one is shown.)
:* 3 : Single Active (Hides other hints when a new one is shown.)
{{KV|Suppress rest before moving|choices|Suppress the initial icon display in center of screen? | since=l4d2}}
:* 0 : No
:* 1 : Yes
{{KV Targetname}}
 
== Inputs ==
{{IO|ShowHint|Start showing the hint. If an entity targetname is passed as the parameter, the hint is shown only to that entity.|param=targetname}}
{{bug|In {{l4d2}}, hints triggered by this input are only visible to the [[!activator]] of the [[Inputs_and_Outputs|I/O chain]]. If no activator is available, the hint will not show up to anyone.}}
{{note|In {{portal2}}, you cannot display more than one hint at the same time.}}
{{IO|EndHint|Stop showing the hint if it hasn't already timed out.}}
{{I Targetname}}
 
== Outputs ==
{{O Targetname}}
 
== Icons ==
{| class="standard-table" style="text-align: center; float: left;"
|-
|-
!Icon Name
!Icon Name
!Icon
!Icon
|-
| icon_tip
| [[Image:Hint_001_icon_tip.jpg]]
|-
| icon_info
| [[Image:Hint_002_icon_info.jpg]]
|-
| icon_shield
| [[Image:Hint_003_icon_shield.jpg]]
|-
| icon_alert
| [[Image:Hint_004_icon_alert.jpg]]
|-
| icon_alert_red
| [[Image:Hint_005_icon_alert_red.jpg]]
|-
| icon_tip (again)
| [[Image:Hint_006_icon_tip_(again).jpg]]
|-
| icon_skull
| [[Image:Hint_007_icon_skull.jpg]]
|-
| icon_no
| [[Image:Hint_008_icon_no.jpg]]
|}
{| class="standard-table" style="text-align: center; float: left;"
|-
!Icon Name
!Icon Name
!Icon
!Icon
|-
|-
| icon_interact
|icon_tip
| [[Image:Hint_009_icon_interact.jpg]]
|[[File:Hint_001_icon_tip.jpg]]
|icon_interact
|[[File:Hint_009_icon_interact.jpg]]
|-
|-
| icon_button
|icon_info
| [[Image:Hint_010_icon_button.jpg]]
|[[File:Hint_002_icon_info.jpg]]
|icon_button
|[[File:Hint_010_icon_button.jpg]]
|-
|-
| icon_door
|icon_shield
| [[Image:Hint_011_icon_door.jpg]]
|[[File:Hint_003_icon_shield.jpg]]
|icon_door
|[[File:Hint_011_icon_door.jpg]]
|-
|-
| icon_arrow_plain
|icon_alert
| [[Image:Hint_012_icon_arrow_plain.jpg]]
|[[File:Hint_004_icon_alert.jpg]]
|icon_arrow_plain
|[[File:Hint_012_icon_arrow_plain.jpg]]
|-
|-
| icon_arrow_plain_white_dn
|icon_alert_red
| [[Image:Hint_013_icon_arrow_plain_white_dn.jpg]]
|[[File:Hint_005_icon_alert_red.jpg]]
|icon_arrow_plain_white_dn
|[[File:Hint_013_icon_arrow_plain_white_dn.jpg]]
|-
|-
| icon_arrow_plain_white_up
|icon_tip (again)
| [[Image:Hint_014_icon_arrow_plain_white_up.jpg]]
|[[File:Hint_006_icon_tip_(again).jpg]]
|icon_arrow_plain_white_up
|[[File:Hint_014_icon_arrow_plain_white_up.jpg]]
|-
|-
| icon_arrow_up
|icon_skull
| [[Image:Hint_015_icon_arrow_up.jpg]]
|[[File:Hint_007_icon_skull.jpg]]
|-
|icon_arrow_up
| icon_arrow_right
|[[File:Hint_015_icon_arrow_up.jpg]]
| [[Image:Hint_016_icon_arrow_right.jpg]]
|-
|-
|icon_no
|[[File:Hint_008_icon_no.jpg]]
|icon_arrow_right
|[[File:Hint_016_icon_arrow_right.jpg]]
|}
|}


{{clr}}
{{note|This entity is not limited to the icons listed above, refer to <code>scripts/mod_textures.txt</code> located in the main pak01_dir.vpk for more icon options.}}


{{note|This entity 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.}}
==Keyvalues==
{{KV|Target Entity (hint_target)|target_destination|The entity to show this hint on top of. The entity used must be one that is replicated on the client, or the hint will never show up. The {{ent|info_target_instructor_hint}} entity is designed for this purpose, allowing the hint to be placed in empty space or parented to a specific location on another entity.


=== show key bindings ===
{{note|If an {{ent|info_target}} entity is used, the spawnflag to always transmit to the client must be checked.}}}}
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).  
{{KV|Positioning (hint_static)|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 (hint_allow_nodraw_target)|choices|Do we allow the hint to follow entities with nodraw set? {{confirm|{{ent|EF_NODRAW}}?}}
:*0: End immediately on nodraw
:*1: Yes}}
{{KV|Caption (hint_caption)|string|The text of your hint. 100 character limit.}}
{{KV|Caption Color (hint_color)|color255|The color of the caption text.}}
{{KV|Activator Caption (hint_activator_caption)|color255|since=AS|The color of the caption text, as seen by the {{ent|!activator}}.}}
{{KV|Force caption (hint_forcecaption)|choices|Do we show the caption text even if the hint is occluded by (hidden behind) a wall?
:*0: No
:*1: Show when occluded}}
{{KV|Onscreen Icon (hint_icon_onscreen)|choices|The icon to use when the hint is within the player's view.}}
{{KV|Offscreen Icon (hint_icon_offscreen)|choices|The icon to use when the hint is outside the player's view.}}
{{KV|Show offscreen (hint_nooffscreen)|choices|When the hint is offscreen, do we show an icon and arrow?
:*0: Show
:*1: Don't show}}
{{KV|Bound Command (hint_binding)|string|If using the '''show key bindings''' setting for the '''Onscreen Icon''' or '''Offscreen Icon''', this field should be the command we want to show bindings for. Use {{ent|key_listboundkeys}} to see all bound keys.}}
{{KV|Icon Height Offset (hint_icon_offset)|float|A height offset from the '''Target Entity''''s origin to display the hint.}}
{{KV|Size Pulsing (hint_pulseoption)|choices|Speed for which the icon should grow and shrink, as a way to nag the player about the object.
:*0: No Pulse
:*1: Slow Pulse
:*2: Fast Pulse
:*3: Urgent Pulse}}
{{KV|Alpha Pulsing (hint_alphaoption)|choices|Speed for which icon will become more or less transparent.
:*0: No Pulse
:*1: Slow Pulse
:*2: Fast Pulse
:*3: Urgent Pulse}}
{{KV|Shaking (hint_shakeoption)|choices|The icon can shake.
:*0: No Shaking
:*1: Narrow Shake
:*2: Wide Shake}}
{{KV|Timeout (hint_timeout)|integer|The automatic timeout for the hint. 0 will persist until stopped with <code>EndHint</code>.}}
{{KV|Display Range (hint_range)|float|The visible range of the hint. 0 will show it at any distance.}}
{{KV|Show on First Sight (hint_auto_start)|boolean|When the player first has [[LOS]] to the target, it will automatically show for them. {{l4d2}} only.}}
{{KV|Lesson Name (hint_name)|string|Hints with the same lesson name use a common base and are treated as instances the same lesson type. {{l4d2}} only.}}
{{KV|Display Limit (hint_display_limit)|integer|The number of times a hint can be seen. 0 means unlimited. {{l4d2}} only.}}
{{KV|Instance Type (hint_instance_type)|choices|How many instances of a single lesson type can be open or active at the same time. {{l4d2}} only.
:*0: Multiple
:*1: Single Open (Prevents new hints from opening.)
:*2: Fixed Replace (Ends other hints when a new one is shown.)
:*3: Single Active (Hides other hints when a new one is shown.)}}
{{KV|Suppress rest before moving (hint_suppress_rest)|choices|Suppress the initial icon display in center of screen? {{l4d2}} only.
:*0: No
:*1: Yes}}
{{KV|Only Local Player (hint_local_player_only)|boolean|since=AS|Shows the hint ''only'' to the first player to join/create the server.
 
:{{note|This keyvalue appears to have not been coded into the [[FGD]] correctly. You must put 0 for "No" and 1 for "Yes".}}}}
{{KV|Gamepad Bound Command (hint_gamepad_binding)|string|since=p2|If using the '''show key bindings''' setting for the '''Onscreen Icon''' or '''Offscreen Icon''', this field should be the command we want to show bindings for, when the user is using a console/non-keyboard controller of some kind (or PS3/X360).}}
{{KV BaseEntity}}
 
==Inputs==
{{IO|ShowHint|param=targetname|Start showing this hint. If an entity [[targetname]] is passed as the parameter, the hint is shown only to that entity.
 
{{bug|In {{l4d2}}, hints triggered by this input are only visible to the {{ent|!activator}}.}}
 
{{note|In {{portal2}}, you cannot display more than one hint at the same time.}}}}
{{IO|EndHint|Stop showing the hint if it hasn't already timed out.}}
{{I BaseEntity}}


[[File:Hint_017_show_key_bindings.jpg‎‎‎]]
==Outputs==
{{O BaseEntity}}


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==
*[[L4D2 Level Design/Instructor Hints]]


== See also ==
[[Category:GUI Entities]]
* [[L4D2 Level Design/Instructor Hints]]
* [[info_target_instructor_hint]]

Revision as of 15:21, 28 September 2018

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Env instructor hint.gif
Example from Portal 2.
This example sets Bound Command to "jump" (without quotations) with Caption set to "Bet you can't jump over me!" (without quotations).

Template:Base point It it used to instruct the player to do some things, such as not shoot teammates.

C++ In code, it is represented by theCEnvInstructorHintclass, defined in theenv_instructor_hint.cppfile.

Icons

Icon Name Icon Icon Name Icon
icon_tip Hint 001 icon tip.jpg icon_interact Hint 009 icon interact.jpg
icon_info Hint 002 icon info.jpg icon_button Hint 010 icon button.jpg
icon_shield Hint 003 icon shield.jpg icon_door Hint 011 icon door.jpg
icon_alert Hint 004 icon alert.jpg icon_arrow_plain Hint 012 icon arrow plain.jpg
icon_alert_red Hint 005 icon alert red.jpg icon_arrow_plain_white_dn Hint 013 icon arrow plain white dn.jpg
icon_tip (again) Hint 006 icon tip (again).jpg icon_arrow_plain_white_up Hint 014 icon arrow plain white up.jpg
icon_skull Hint 007 icon skull.jpg icon_arrow_up Hint 015 icon arrow up.jpg
icon_no Hint 008 icon no.jpg icon_arrow_right Hint 016 icon arrow right.jpg
Note.pngNote:This entity is not limited to the icons listed above, refer to scripts/mod_textures.txt located in the main pak01_dir.vpk for more icon options.

Keyvalues

Target Entity (hint_target) ([todo internal name (i)]) <targetname>
The entity to show this hint on top of. The entity used must be one that is replicated on the client, or the hint will never show up. The info_target_instructor_hint entity is designed for this purpose, allowing the hint to be placed in empty space or parented to a specific location on another entity.
Note.pngNote:If an info_target entity is used, the spawnflag to always transmit to the client must be checked.
Positioning (hint_static) ([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 (hint_allow_nodraw_target) ([todo internal name (i)]) <choices>
Do we allow the hint to follow entities with nodraw set?
Confirm:EF_NODRAW?
  • 0: End immediately on nodraw
  • 1: Yes
Caption (hint_caption) ([todo internal name (i)]) <string>
The text of your hint. 100 character limit.
Caption Color (hint_color) ([todo internal name (i)]) <color255>
The color of the caption text.
Activator Caption (hint_activator_caption) ([todo internal name (i)]) <color255> (in all games since Alien Swarm)
The color of the caption text, as seen by the !activator.
Force caption (hint_forcecaption) ([todo internal name (i)]) <choices>
Do we show the caption text even if the hint is occluded by (hidden behind) a wall?
  • 0: No
  • 1: Show when occluded
Onscreen Icon (hint_icon_onscreen) ([todo internal name (i)]) <choices>
The icon to use when the hint is within the player's view.
Offscreen Icon (hint_icon_offscreen) ([todo internal name (i)]) <choices>
The icon to use when the hint is outside the player's view.
Show offscreen (hint_nooffscreen) ([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 (hint_binding) ([todo internal name (i)]) <string>
If using the show key bindings setting for the Onscreen Icon or Offscreen Icon, this field should be the command we want to show bindings for. Use key_listboundkeys to see all bound keys.
Icon Height Offset (hint_icon_offset) ([todo internal name (i)]) <float>
A height offset from the Target Entity's origin to display the hint.
Size Pulsing (hint_pulseoption) ([todo internal name (i)]) <choices>
Speed for which the icon should grow and shrink, as a way to nag the player about the object.
  • 0: No Pulse
  • 1: Slow Pulse
  • 2: Fast Pulse
  • 3: Urgent Pulse
Alpha Pulsing (hint_alphaoption) ([todo internal name (i)]) <choices>
Speed for which icon will become more or less transparent.
  • 0: No Pulse
  • 1: Slow Pulse
  • 2: Fast Pulse
  • 3: Urgent Pulse
Shaking (hint_shakeoption) ([todo internal name (i)]) <choices>
The icon can shake.
  • 0: No Shaking
  • 1: Narrow Shake
  • 2: Wide Shake
Timeout (hint_timeout) ([todo internal name (i)]) <integer>
The automatic timeout for the hint. 0 will persist until stopped with EndHint.
Display Range (hint_range) ([todo internal name (i)]) <float>
The visible range of the hint. 0 will show it at any distance.
Show on First Sight (hint_auto_start) ([todo internal name (i)]) <boolean>
When the player first has LOS to the target, it will automatically show for them. Left 4 Dead 2 only.
Lesson Name (hint_name) ([todo internal name (i)]) <string>
Hints with the same lesson name use a common base and are treated as instances the same lesson type. Left 4 Dead 2 only.
Display Limit (hint_display_limit) ([todo internal name (i)]) <integer>
The number of times a hint can be seen. 0 means unlimited. Left 4 Dead 2 only.
Instance Type (hint_instance_type) ([todo internal name (i)]) <choices>
How many instances of a single lesson type can be open or active at the same time. Left 4 Dead 2 only.
  • 0: Multiple
  • 1: Single Open (Prevents new hints from opening.)
  • 2: Fixed Replace (Ends other hints when a new one is shown.)
  • 3: Single Active (Hides other hints when a new one is shown.)
Suppress rest before moving (hint_suppress_rest) ([todo internal name (i)]) <choices>
Suppress the initial icon display in center of screen? Left 4 Dead 2 only.
  • 0: No
  • 1: Yes
Only Local Player (hint_local_player_only) ([todo internal name (i)]) <boolean> (in all games since Alien Swarm)
Shows the hint only to the first player to join/create the server.
Note.pngNote:This keyvalue appears to have not been coded into the FGD correctly. You must put 0 for "No" and 1 for "Yes".
Gamepad Bound Command (hint_gamepad_binding) ([todo internal name (i)]) <string> (in all games since Portal 2)
If using the show key bindings setting for the Onscreen Icon or Offscreen Icon, this field should be the command we want to show bindings for, when the user is using a console/non-keyboard controller of some kind (or PS3/X360).


Inputs

ShowHint <targetnameRedirectInput/string>
Start showing this hint. If an entity targetname is passed as the parameter, the hint is shown only to that entity.
Icon-Bug.pngBug:In Left 4 Dead 2, hints triggered by this input are only visible to the !activator.  [todo tested in ?]
Note.pngNote:In Portal 2, you cannot display more than one hint at the same time.
EndHint
Stop showing the hint if it hasn't already timed out.


Outputs

See Also