Env instructor hint
		
		
		
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Template:Base point It it used to instruct the player to do some things, such as not shoot teammates.
 In code, it is represented by the
	 In code, it is represented by theCEnvInstructorHintclass, defined in theenv_instructor_hint.cppfile.
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
- 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: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) ([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? 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.
- Activator Caption (hint_activator_caption) ([todo internal name (i)])  <color255> (in all games since  ) )
- 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.  only. 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.  only. only.
- Display Limit (hint_display_limit) ([todo internal name (i)]) <integer>
- The number of times a hint can be seen. 0 means unlimited.  only. 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.  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) ([todo internal name (i)]) <choices>
- Suppress the initial icon display in center of screen?  only. only.- 0: No
- 1: Yes
 
- Only Local Player (hint_local_player_only) ([todo internal name (i)])  <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) ([todo internal name (i)])  <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.
 Bug:In
Bug:In  , hints triggered by this input are only visible to the !activator.   [todo tested in ?]
, hints triggered by this input are only visible to the !activator.   [todo tested in ?] Fix:As a 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. Fix:As a 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.











































