env_instructor_hint
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Code classes:
CEnvInstructorHint
CPointEntity
CBaseEntity
(all ents)
env_instructor_hint
is a point entity present in all games since Left 4 Dead 2. It is used to instruct the player to do some things, such as not shoot teammates. Refer to text files ending with _textures.txt
inside the scripts/
folder for all icon options.
Note: Only one hint can be shown at a time, except in .
Keyvalues[edit | edit source]
Replace Key(hint_replace_key)
<string>
- No effect.
- Target Entity
(hint_target)
<target_destination>
- 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. Use
info_target
to show the hint in empty space or at a specific location on another entity, and set its Always transmit to client flag. If not desired, see Positioning. - Timeout
(hint_timeout)
<integer>
- How long the hint stays. 0 will persist until stopped with EndHint.
- Display Limit
(hint_display_limit)
<integer>
(only available in ) - Maximum number of times the hint can be displayed. 0 = infinite.
- 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.
- Caption
(hint_caption)
<string>
- The text of your hint. 100 character limit. This should match a
#
string inresource/valve_english.txt
or a similar file if possible. - Caption Color
(hint_color)
<color255>
- The color of the caption text.
- Activator Caption
(hint_activator_caption)
<color255>
(available in all games since ) - The color of the caption text, as seen by the
!activator
. - Icon Height Offset
(hint_icon_offset)
<float>
- A height offset from the Target Entity's origin to display the hint.
- Display Range
(hint_range)
<float>
- The visible range of the hint. 0 will show it at any distance.
- 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>
- How to make the icon shake.
- 0: No Shaking
- 1: Narrow Shake
- 2: Wide Shake
- 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.
- Show offscreen
(hint_nooffscreen)
<choices>
- Shows an icon and arrow when the object is off-screen.
- 0: Show
- 1: Don't show
- 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
- Lesson Name
(hint_name)
<string>
(only available in ) - Hints with the same lesson name use a common base and are treated as instances the same "lesson type". (See Instance Type.)
- Instance Type
(hint_instance_type)
<choices>
(only available in ) - How many instances of a single lesson type can be open or active at the same time.
- 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. Clarify: Difference?)
- Suppress rest before moving
(hint_suppress_rest)
<boolean>
(only available in ) - "Suppress the initial icon display in center of screen?"[Clarify]
- Bound Command
(hint_binding)
<string>
- If using show key bindings for Onscreen Icon or Offscreen Icon, specify which command to show the key for e.g.
jump
will show space for the icon. - Allow invisible target
(hint_allow_nodraw_target)
<choices>
- Do we allow the hint to follow entities with nodraw set? To do: Not referring to
EF_NODRAW
, so what is it talking about? Also, why would you want to disallow this when you could consciously make the decision of where the hint points yourself?- 0: End immediately on nodraw
- 1: Yes
- Show on First Sight
(hint_auto_start)
<boolean>
(only available in ) - Once the player has LOS to the target, it will automatically show for them.
- Only Local Player
(hint_local_player_only)
<boolean>
(available in all games since ) - Shows the hint only to the first player to join/create the server.
- Gamepad Bound Command
(hint_gamepad_binding)
<string>
(available in all games since ) - If using 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. To do: Example?
Inputs[edit | edit source]
- ShowHint
<target_destination>
- Start showing this hint. If an entity targetname is passed as the parameter, the hint is shown only to that entity.
- Important: hints triggered by this input are only visible to the
!activator
. - EndHint
- Stop showing the hint if it hasn't already timed out.