Env instructor hint

From Valve Developer Community
Jump to navigation Jump to search
Env instructor hint.gif

Template:L4d2 point It is also avaible in Portal 2. It allows creation and control of instructor lessons by map logic.

Note.pngNote:env_instructor_hint currently cannot display more than one hint at the same time.

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
Caption ([todo internal name (i)]) <string>
The text of your hint. (Note: It seems that this text cannot exceed 100 characters - if it does, it appears that the hint won't display.)
Caption Color ([todo internal name (i)]) <color255>
The color of the caption text
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.
Gamepad Bound Command ([todo internal name (i)]) <string> (in all games since Portal 2)
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)
Name (targetname) <string>[ Edit ]
The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g. parentname or target).
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

Icon Name Icon
icon_tip Hint 001 icon tip.jpg
icon_info Hint 002 icon info.jpg
icon_shield Hint 003 icon shield.jpg
icon_alert Hint 004 icon alert.jpg
icon_alert_red Hint 005 icon alert red.jpg
icon_tip (again) Hint 006 icon tip (again).jpg
icon_skull Hint 007 icon skull.jpg
icon_no Hint 008 icon no.jpg
Icon Name Icon
icon_interact Hint 009 icon interact.jpg
icon_button Hint 010 icon button.jpg
icon_door Hint 011 icon door.jpg
icon_arrow_plain Hint 012 icon arrow plain.jpg
icon_arrow_plain_white_dn Hint 013 icon arrow plain white dn.jpg
icon_arrow_plain_white_up Hint 014 icon arrow plain white up.jpg
icon_arrow_up Hint 015 icon arrow up.jpg
icon_arrow_right Hint 016 icon arrow right.jpg
Note.pngNote: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

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).

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.

See also