env_instructor_hint
- Counter-Strike 2
- Dota 2
- Steam VR
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.
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.
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. -
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.