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env_instructor_hint

env_instructor_hint icon

Point Entity

An entity that allows for creation and control of instructor lessons by map logic

Keyvalues

  • Entity Scripts (vscripts) <ScriptList>
    Name(s) of script files that are executed after all entities have spawned.

  • Name (targetname) <TargetSource>
    The name that other entities refer to this entity by.

  • Replace Key (hint_replace_key) <String>
    Unique name so that messages with the same key will replace each other.

  • Target Entity (hint_target) <TargetDestination>
    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 (hint_static) <Choices>
    Either show at the position of the Target Entity. Or show the hint directly on the hud at a fixed position.

    • Follow the Target Entity
    • Show on the hud
  • Allow invisible target (hint_allow_nodraw_target) <Choices>
    Do we allow the hint to follow entites with nodraw set?

    • End immediately on nodraw
    • Yes
  • Caption (hint_caption) <String>
    The text of your hint.

  • Activator Caption (hint_activator_caption) <String>
    The text of your hint shown to only the activating player.

  • Caption Color (hint_color) <Color255>
    The color of the caption text

  • Force caption (hint_forcecaption) <Choices>
    Do we show the caption text even if the hint is occluded by a wall?

    • No
    • Show when occluded
  • Onscreen Icon (hint_icon_onscreen) <Choices>
    The icon to use when the hint is within the player's view.

    • icon_bulb
    • icon_caution
    • icon_tip
    • icon_info
    • icon_shield
    • icon_alert
    • icon_alert_red
    • icon_tip
    • icon_skull
    • icon_no
    • icon_run
    • 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
    • icon_fire
    • icon_present
    • show key bindings
  • Offscreen Icon (hint_icon_offscreen) <Choices>
    The icon to use when the hint is outside the player's view.

    • icon_bulb
    • icon_caution
    • icon_tip
    • icon_info
    • icon_shield
    • icon_alert
    • icon_alert_red
    • icon_tip
    • icon_skull
    • icon_no
    • icon_run
    • 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
    • icon_fire
    • icon_present
  • Show offscreen (hint_nooffscreen) <Choices>
    When the hint is offscreen, do we show an icon and arrow?

    • Show
    • Don't show
  • Bound Command (hint_binding) <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 (hint_icon_offset) <Float>
    A height offset from the target entity's origin to display the hint

  • Size Pulsing (hint_pulseoption) <Choices>
    The icon size can pulsate

    • No Pulse
    • Slow Pulse
    • Fast Pulse
    • Urgent Pulse
  • Alpha Pulsing (hint_alphaoption) <Choices>
    The icon alpha can pulsate

    • No Pulse
    • Slow Pulse
    • Fast Pulse
    • Urgent Pulse
  • Shaking (hint_shakeoption) <Choices>
    The icon can shake

    • No Shaking
    • Narrow Shake
    • Wide Shake
  • Only Local Player (hint_local_player_only) <Boolean>
    The hint will only be shown to the local player.

  • 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 sees it, it will automatically show for them.

Inputs

  • RunScriptFile <String>
    Load and execute a script file

  • RunScriptCode <String>
    Execute a fragment of script code

  • CallScriptFunction <String>
    Call a script function

  • CallPrivateScriptFunction <String>
    Calls a script function from this entity's private script scope.

  • CallGlobalScriptFunction <String>
    Calls a script function in the global script scope.

  • Kill <Void>
    Removes this entity from the world.

  • KillHierarchy <Void>
    Removes this entity and all its children from the world.

  • KillConstrained <Void>
    Removes this entity, all its children, and anything constrained to it, from the world.

  • AddOutput <String>
    Adds an entity I/O connection to this entity. Parameter format: outputname>targetname>inputname>parameter>delay>max times to fire (-1 == infinite). Very dangerous, use with care.

  • FireUser1 <Void>
    Causes this entity's OnUser1 output to be fired.

  • FireUser2 <Void>
    Causes this entity's OnUser2 output to be fired.

  • FireUser3 <Void>
    Causes this entity's OnUser3 output to be fired.

  • FireUser4 <Void>
    Causes this entity's OnUser4 output to be fired.

  • ShowHint <String>
    Start showing the hint. If an entity name is passed as a parameter, the hint is shown only to that entity.

  • EndHint <Void>
    Stop showing the hint if it hasn't already timed out.

Outputs

  • OnUser1 <Void>
    Fired in response to FireUser1 input.

  • OnUser2 <Void>
    Fired in response to FireUser2 input.

  • OnUser3 <Void>
    Fired in response to FireUser3 input.

  • OnUser4 <Void>
    Fired in response to FireUser4 input.

  • OnKilled <Void>
    Fired when the entity is killed and removed from the game. Parameter is the inflictor.