env_instructor_hint
env_instructor_hint
is a point entity available in all Source games since 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.
Contents
Icons
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> - 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
- 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.- 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
?- 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.
- 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.
- Display Limit
(hint_display_limit)
<integer> - The number of times a hint can be seen. 0 means unlimited. 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.
- 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.
- 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".
- 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 , 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.
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.