env_instructor_hint

env_instructor_hint is a point entity available in all
Source games since
Left 4 Dead 2. It it used to instruct the player to do some things, such as not shoot teammates.
CEnvInstructorHintclass, defined in theenv_instructor_hint.cppfile.Contents
Icons
scripts/mod_textures.txt located in the main pak01_dir.vpk for more icon options.Keyvalues
- 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_hintentity is designed for this purpose, allowing the hint to be placed in empty space or parented to a specific location on another entity.
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 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_listboundkeysto 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).
Base:
- Name
(targetname)<string> - The name that other entities use to refer to this entity.
- Parent
(parentname)<targetname> - Maintain the same initial offset to this entity. An attachment point can also be used if separated by a comma at the end. (
parentname [targetname],[attachment])
Tip: Entities transition to the next map with their parents
Tip: phys_constraintcan be used as a workaround if parenting fails. - Origin (X Y Z)
(origin)<coordinates> - The position of this entity's center in the world. Rotating entities typically rotate around their origin.
Note: Hammer does not move the entities accordingly only in the editor. - Pitch Yaw Roll (X Y Z)
(angles)<angle> - This entity's orientation in the world. Pitch is rotation around the Y axis, yaw is the rotation around the Z axis, roll is the rotation around the X axis.
Note: This works on brush entities, although Hammer doesn't show the new angles. - Classname
(classname)<string>!FGD - Determines the characteristics of the entity before it spawns.
Tip: Changing this on runtime still has use, like making matching an entry in S_PreserveEnts will persist the entity on new rounds! - Flags
(spawnflags)<integer>!FGD - Toggles exclusive features of an entity, its specific number is determined by the combination of flags added.
- Effects
(effects)<integer>!FGD - Combination of effect flags to use.
- Entity Scripts
(vscripts)<scriptlist>(in all games since
) - 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.
- Thinker function
(thinkfunction)<string>(in all games since
) - Name of the function within this entity's script that'll be called automatically every 100 milliseconds, or a user-defined interval if the function returns a number. Avoid expensive operations in this function, as it may cause performance problems.
- Lag Compensation
(LagCompensate)<boolean>(in all games since
) !FGD - Set to Yes to lag compensate this entity. Should be used very sparingly!
- Is Automatic-Aim Target
(is_autoaim_target)<boolean>(in all games since
) !FGD - If set to 1, this entity will slow down aiming movement for consoles and joystick controllers when the entity is under the crosshairs.
Inputs
ShowHint<targetname>- Start showing this hint. If an entity targetname is passed as the parameter, the hint is shown only to that entity.
!activator. 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.
Base:
AddContext<string>- Adds to the entity's list of response contexts. Format is
<key>:<value>.
AddOutput<string>- Assigns a new keyvalue/output on this entity. For keyvalues, some rely on extra necessary code to be ran and won't work if its simply just changed through this input. There is a strict format that must be followed:
Syntax:
ClearContext- Removes all contexts from this entity's list.
ClearParent- Removes this entity from the the movement hierarchy, leaving it free to move independently.
FireUser1toFireUser4- Fires the respective
OnUseroutputs; see User Inputs and Outputs.
Kill- Removes this entity and any entities parented to it from the world.
KillHierarchy- Functions the same as
Kill, although this entity and any entities parented to it are killed on the same frame, being marginally faster thanKillinput.
RemoveContext<string>- Remove a context from this entity's list. The name should match the key of an existing context.
SetParent<string>- Move with this entity. See Entity Hierarchy (parenting).
SetParentAttachment<string>- Change this entity to attach to a specific attachment point on its parent. The entity will teleport so that the position of its root bone matches that of the attachment. Entities must be parented before being sent this input.
SetParentAttachmentMaintainOffset<string>- As above, but without teleporting. The entity retains its position relative to the attachment at the time of the input being received.
DispatchEffect<string>(removed since
) !FGD- Dispatches a special effect from the entity's origin; see also List of Client Effects. Replaced by the particle system since
.
RunScriptFile<script>(in all games since
)- 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
)- 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: In Hammer, using string arguments will corrupt the VMF file's structure, making the file unviewable for the next Hammer session.
Fix: Remove the string argument manually with a text editor.
CallScriptFunction<string>(in all games since
) !FGD- Execute a VScript function in the scope of the receiving entity.
SetLocalOrigin<coordinates>(in all games since
) !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.
Outputs
Base:
OnUser1toOnUser4- These outputs each fire in response to the firing of the like-numbered
FireUser1toFireUser4Input; see User Inputs and Outputs.
