Env instructor hint
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Template:L4d2 point It is also avaible in Portal 2. It allows 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
- 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.)
- 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
)
- 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
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
Icon Name | Icon |
---|---|
icon_tip | ![]() |
icon_info | ![]() |
icon_shield | ![]() |
icon_alert | ![]() |
icon_alert_red | ![]() |
icon_tip (again) | ![]() |
icon_skull | ![]() |
icon_no | ![]() |
Icon Name | Icon |
---|---|
icon_interact | ![]() |
icon_button | ![]() |
icon_door | ![]() |
icon_arrow_plain | ![]() |
icon_arrow_plain_white_dn | ![]() |
icon_arrow_plain_white_up | ![]() |
icon_arrow_up | ![]() |
icon_arrow_right | ![]() |

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.