Difference between revisions of "Env hudhint"

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(You CAN make localized text if you insert the aforementioned string as what to localize.)
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[[Category:GUI Entities]]
[[Category:GUI Entities]]
==Tutorials about Env_HudHint (Russian)==
Lessons created by [https://vk.com/project_source Project-S]
*[https://www.youtube.com/watch?v=NHYZyAKLNsk Env_HudHint + Game_Text (на Русском)]

Revision as of 00:07, 12 March 2018

env_hudhint is a point entity available in all Source games. It is used to control the display of HUD hints, which show the player what key is bound to a particular command.

Bug.png Bug: <Counter-Strike: Source> It seems that this entity has some difficulties to work correctly for raw text under Counter-Strike Source. It will not show the text unless the player is at the origin of the I/O chain. For example, if a player touches a trigger_multiple who trigger the env_hudhint, it will works but if a logic_auto would have been used to trigger it, it would not. Keep in mind that the env_hudhint will show his text only to player(s) who trigger it. In other word, the !activator must be the player.


Hint Text (localized) <string>
This should be match a HUD hint entry in hl2\resource\valve_english.txt or its localized equivalent. Example: entering "#Valve_Hint_Zoom" will display the following hint text: "%+zoom% ZOOM VIEW", with %+zoom% being the key currently bound to the zoom function.
Warning.png Warning: Entering an unlocalized text as a hint will work, though when used in a mod you cannot make it language-specific unless you make localized text for the specified name!


Name (targetname) <string>
The targetname that other entities refer to this entity by.
Entity Scripts (vscripts) <scriptlist> (in all games since <Left 4 Dead 2>)
Space delimited list of VScript files (without file extension) that are executed after all entities have spawned. The scripts are all executed in the same script scope, later ones overwriting any identical variables and functions.
Script think function (thinkfunction) <string> (in all games since <Left 4 Dead 2>)
Name of a function in this entity's script which will be called automatically every 100 milliseconds (ten times a second) for the duration of the script. It can be used to create timers or to simulate autonomous behavior. The return value (if present) will set the time until the next call.
Note.png Note: Try to avoid expensive operations in this function, as it may cause performance problems.


Shows the hint message.
Hides the hint message.


Removes this entity from the world.
Removes this entity and its children from the world.
Note.png Note: Entities already remove orphaned children upon being removed, but this input removes all children on the same frame, being marginally faster than Kill.
AddOutput <string>
Adds a keyvalue/output to this entity. It can be potentially very dangerous, use with care.
KV Format: <key> <value>
I/O Format: <output name> <targetname>:<inputname>:<parameter>:<delay>:<max times to fire, -1 means infinite>
FireUser1 to FireUser4
Fire the OnUser outputs; see User Inputs and Outputs.
Use  !FGD
Same as a player invoking +use; may not do anything depending on the entity. Can also be invoked by firing an output that does not specify an input.
RunScriptFile <script> (in all games since <Left 4 Dead 2>)
Execute a VScript file from disk, without file extension. The script contents are merged with the script scope of the receiving entity.
RunScriptCode <string> (in all games since <Left 4 Dead 2>)
Execute a string of VScript source code in the scope of the entity receiving the input. String quotation may be needed when fired via console.
Bug.png Bug: In <Left 4 Dead 2>, the code is executed in the script scope of the entity that fires the output, not the one receiving the input.
Warning.png Warning: Never try to pass string parameters to a script function with this input. It will corrupt the VMF structure because of the nested quotation marks, which then must be removed manually with a text editor.
CallScriptFunction <string> (in all games since <Left 4 Dead 2>) !FGD
Execute a VScript function in the scope of the receiving entity.
SetLocalOrigin <coordinates> (in all games since <Alien Swarm>) !FGD
Send this entity to a spot in the map. If the entity is parented to something, it will be offset from the parent by this amount.
SetLocalAngles <angles> (in all games since <Alien Swarm>) !FGD
Set this entity's angles.



OnUser1 to OnUser4
These outputs each fire in response to the firing of the like-numbered FireUser1 to FireUser4 Input; see User Inputs and Outputs.
OnKilled  (only in <Left 4 Dead><Left 4 Dead 2>)
This output fires when the entity is killed and removed from the game.

See also

  • env_message - A similar entity that displays other predefined messages on the screen.

Tutorials about Env_HudHint (Russian)

Lessons created by Project-S