Env instructor hint: Difference between revisions
		
		
		
		
		
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 Note:This entity is not limited to the icons listed above, refer to
Note:This entity is not limited to the icons listed above, refer to 
 Note:If an info_target entity is used, the spawnflag to always transmit to the client must be checked.
Note:If an info_target entity is used, the spawnflag to always transmit to the client must be checked.
		
	
| m (Multipage removal) | m (Nesciuse moved page Env instructor hint/en to Env instructor hint without leaving a redirect: Move en subpage to basepage) | 
| (No difference) | |
Revision as of 06:29, 12 July 2024

env_instructor_hint  is a   point entity  available in all  Source games since
 Source games since  Left 4 Dead 2. (also in
 Left 4 Dead 2. (also in  )
) 
|  Class hierarchy | 
|---|
| CEnvInstructorHint | 
|  env_instructor_hint.cpp | 
It is used to instruct the player to do some things, such as not shoot teammates.
Icons
 Note:This entity is not limited to the icons listed above, refer to
Note: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
- Name (targetname) <string>[ Edit ]
- The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g. parentnameortarget).
 Also displayed in Hammer's 2D views and Entity Report.See also: Generic Keyvalues, Inputs and Outputs available to all entities
- Target Entity (hint_target) <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:If an info_target entity is used, the spawnflag to always transmit to the client must be checked.
Note:If an info_target entity is used, the spawnflag to always transmit to the client must be checked.- 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.
 
- Allow invisible target (hint_allow_nodraw_target) <choices>
- Do we allow the hint to follow entities with nodraw set?  Confirm:EF_NODRAW? Confirm:EF_NODRAW?- 0: End immediately on nodraw
- 1: Yes
 
- Caption (hint_caption) <string>
- The text of your hint. 100 character limit.
- Caption Color (hint_color) <color255>
- The color of the caption text.
- Activator Caption (hint_activator_caption)  <color255> (in all games since  ) )
- The color of the caption text, as seen by the !activator.
- 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
 
- Onscreen Icon (hint_icon_onscreen) <choices>
- The icon to use when the hint is within the player's view.
- Offscreen Icon (hint_icon_offscreen) <choices>
- The icon to use when the hint is outside the player's view.
- Show offscreen (hint_nooffscreen) <choices>
- When the hint is offscreen, do we show an icon and arrow?
- 0: Show
- 1: Don't show
 
- Bound Command (hint_binding) <string>
- If using the use_binding 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) <float>
- A height offset from the Target Entity's origin to display the hint.
- 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
 
- 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
 
- Shaking (hint_shakeoption) <choices>
- The icon can shake.
- 0: No Shaking
- 1: Narrow Shake
- 2: Wide Shake
 
- Timeout (hint_timeout) <integer>
- The automatic timeout for the hint. 0 will persist until stopped with EndHint.
- Display Range (hint_range) <float>
- The visible range of the hint. 0 will show it at any distance.
- Show on First Sight (hint_auto_start) <boolean>
- When the player first has LOS to the target, it will automatically show for them.  only. only.
- Lesson Name (hint_name) <string>
- Hints with the same lesson name use a common base and are treated as instances the same lesson type.  only. only.
- Display Limit (hint_display_limit) <integer>
- The number of times a hint can be seen. 0 means unlimited.  only. only.
- Instance Type (hint_instance_type) <choices>
- How many instances of a single lesson type can be open or active at the same time.  only. 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) <choices>
- Suppress the initial icon display in center of screen?  only. only.- 0: No
- 1: Yes
 
- Only Local Player (hint_local_player_only)  <boolean> (in all games since  ) )
- 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". Note: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)  <string> (in all games since  ) )
- 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 <targetname>
- Start showing this hint. If an entity targetname is passed as the parameter, the hint is shown only to that entity.
 Warning:In Warning:In , hints triggered by this input are only visible to the !activator. , hints triggered by this input are only visible to the !activator.
 Workaround:A point_template may be used to spawn in the desired env_instructor_hint entity; if Show On First Sight is enabled, this will cause the hint to immediately be shown to players who have line of sight to it. Workaround:A point_template may be used to spawn in the desired env_instructor_hint entity; if Show On First Sight is enabled, this will cause the hint to immediately be shown to players who have line of sight to it.
- EndHint
- Stop showing the hint if it hasn't already timed out.
See also
- L4D2 Level Design/Instructor Hints
- env_hudhint - Similar entity used in previous Source games.












































