POINT env_instructor_hint

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

KeyValues

Replace Key <string>

Unique name so that messages with the same key will replace each other.

Target Entity <target_destination>

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 <choices> = Follow the Target Entity (0)

Either show at the position of the Target Entity. Or show the hint directly on the hud at a fixed position.

Possible Values:

Name Value
Follow the Target Entity 0
Show on the hud 1

Allow invisible target <choices> = Yes (1)

Do we allow the hint to follow entities with nodraw set?

Possible Values:

Name Value
End immediately on nodraw 0
Yes 1

Caption <string>

The text of your hint.

Activator Caption <string>

The text of your hint shown to only the activating player.

Caption Color <color255> = 255 255 255

The color of the caption text

Show through walls <choices> = No (0)

Do we show the caption text even if the hint is occluded by a wall?

Possible Values:

Name Value
No 0
Show when occluded 1

Onscreen Icon <choices> = Information (icon_tip)

The icon to use when the hint is within the player's view.

Possible Values:

Name Value
Show controls instead use_binding
Blank icon_blank
Bulb icon_bulb
Caution icon_caution
White Exclamation Mark icon_alert
Red Exclamation Mark icon_alert_red
Information icon_tip
Eye icon_skull
Interact/Pickup icon_interact
Button icon_button
Door icon_door
Joystick icon_useable_item
Simple Down Arrow icon_arrow_plain_white_dn
Simple Up Arrow icon_arrow_plain_white_up
Up Arrow icon_arrow_up
Right Arrow icon_arrow_right
Right-Click icon_mouseRight
Left-Click icon_mouseLeft
MouseWheel Up icon_mouseWheel_up
MouseWheel Down icon_mouseWheel_down
Click Scrollwheel icon_mouseThree
Empty Key icon_key_generic
Spacebar icon_key_wide
Right Key icon_key_right
Left Key icon_key_left
Down Key icon_key_down
Up Key icon_key_up
D-Pad icon_dpad
Fire icon_fire
Present icon_present

Offscreen Icon <choices> = Information (icon_tip)

The icon to use when the hint is outside the player's view.

Possible Values:

Name Value
Blank icon_blank
Bulb icon_bulb
Caution icon_caution
White Exclamation Mark icon_alert
Red Exclamation Mark icon_alert_red
Information icon_tip
Eye icon_skull
Interact/Pickup icon_interact
Button icon_button
Door icon_door
Joystick icon_useable_item
Simple Down Arrow icon_arrow_plain_white_dn
Simple Up Arrow icon_arrow_plain_white_up
Up Arrow icon_arrow_up
Right Arrow icon_arrow_right
Right-Click icon_mouseRight
Left-Click icon_mouseLeft
MouseWheel Up icon_mouseWheel_up
MouseWheel Down icon_mouseWheel_down
Click Scrollwheel icon_mouseThree
Empty Key icon_key_generic
Spacebar icon_key_wide
Right Key icon_key_right
Left Key icon_key_left
Down Key icon_key_down
Up Key icon_key_up
D-Pad icon_dpad
Fire icon_fire
Present icon_present

Show offscreen <choices> = Show (0)

When the hint is offscreen, do we show an icon and arrow?

Possible Values:

Name Value
Show 0
Don't show 1

Bound Command <choices> = Unused ()

If using 'show key bindings' for the onscreen icon, this field should be the command we want to show bindings for.

Possible Values:

Name Value
Unused
Forward +forward
Backward +back
Strafe Left +left
strafe Right +right
Crouch +duck
Jump +jump
Primary Attack +attack
Secondary Attack +attack2
Use Key +use
Zoom In +zoom
Zoom Out -zoom

Icon Height Offset <float> = 0

A height offset from the target entity's origin to display the hint

Size Pulsing <choices> = No Pulse (0)

The icon size can pulsate

Possible Values:

Name Value
No Pulse 0
Slow Pulse 1
Fast Pulse 2
Urgent Pulse 3

Alpha Pulsing <choices> = No Pulse (0)

The icon alpha can pulsate

Possible Values:

Name Value
No Pulse 0
Slow Pulse 1
Fast Pulse 2
Urgent Pulse 3

Shaking <choices> = No Shaking (0)

The icon can shake

Possible Values:

Name Value
No Shaking 0
Narrow Shake 1
Wide Shake 2

Timeout <integer> = 0

The automatic timeout for the hint. 0 will persist until stopped with EndHint.

Display Range <float> = 0

The visible range of the hint.

Gamepad Bound Command <string>

If using 'show key bindings' for the onscreen icon, this field should be the command we want to show bindings for when gamepad is enabled

Inherited from BaseEntityPoint

Name <target_source>

The name that other entities refer to this entity by.

Global Entity Name <string>

Name by which this entity is linked to another entity in a different map. When the player transitions to a new map, entities in the new map with globalnames matching entities in the previous map will have the previous map's state copied over their state.

Pitch Yaw Roll (X Y Z) <angle> = 0 0 0

This entity's orientation in the world. Roll is the rotation around the X axis, pitch is rotation around the Y axis and yaw is the rotation around the Z axis.

Parent <target_destination>

The name of this entity's parent in the movement hierarchy. Entities with parents move with their parent. Set an attachment point via 'parentname,attachment'.

Inputs

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.

Inherited from BaseEntityPoint

Kill <void>

Removes this entity from the world.

KillHierarchy <void>

Removes this entity and all its children from the world.

SetParent <target_destination>

Changes the entity's parent in the movement hierarchy.

SetParentAttachment <string>

Change this entity to attach to a specific attachment point on its parent. Entities must be parented before being sent this input. The parameter passed in should be the name of the attachment.

SetParentAttachmentMaintainOffset <string>

Change this entity to attach to a specific attachment point on it's parent. Entities must be parented before being sent this input. The parameter passed in should be the name of the attachment. The entity will maintain it's position relative to the parent at the time it is attached.

ClearParent <void>

Removes this entity from the the movement hierarchy, leaving it free to move independently.

SetLocalAngles <vector>

Sets the rotation of the entity relative to the parent's rotation.

SetLocalOrigin <vector>

Sets the position of the entity relative to its parent if one exists. Otherwise relative to the world.

SetAbsAngles <vector>

Set this entity's angles, always relative to the world origin.

AddOutput <string>

Adds an entity I/O connection to this entity or changes keyvalues dynamically. Format: '<output name> <targetname>:<inputname>:<parameter>:<delay>:<max times to fire (-1 == infinite, 1 = only once)>' or 'keyvalue newval'. 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.

Use <void>

More or less replicates the player interacting with an entity. (+USE)

PassUser1 <string>

Causes this entity's OutUser1 output to be fired, passing along the parameter unchanged.

PassUser2 <string>

Causes this entity's OutUser2 output to be fired, passing along the parameter unchanged.

PassUser3 <string>

Causes this entity's OutUser3 output to be fired, passing along the parameter unchanged.

PassUser4 <string>

Causes this entity's OutUser4 output to be fired, passing along the parameter unchanged.

FireRandomUser <void>

Fires OnUser1, OnUser2, OnUser3, or OnUser4 with a 25% chance of each.

PassRandomUser <string>

Fires OutUser1, OutUser2, OutUser3, or OutUser4 with a 25% chance of each. The parameter is passed along unchanged.

KillIfNotVisible <void>

Removes this entity if it is not in a player's viewcone.

KillWhenNotVisible <void>

Removes this entity when it is not in a player's viewcone. You can pass a time for when this should start.

FireOutput <string>

Fires the named output on this entity. Format: '<output name>:<activator>:<caller>:<parameter>:<delay>' (OnDeath:hl3cardgame:gaben). Everything beyond the output name is optional.

RemoveOutput <string>

Removes all instances of the named output on this entity. Wildcards are supported, meaning you could just pass '*' to wipe all outputs from this entity.

AcceptInput <string>

Fires the named input on this entity. Format: '<input name>:<parameter>:<activator>:<caller>:<output ID>' (SetTarget:cheese). Everything beyond the input name is optional. Mind the fact this is arranged differently from FireOutput, having the parameter right after the input name.

CancelPending <void>

Cancels any events fired by this entity that are currently pending in the I/O event queue.

FreeChildren <void>

Unparents all direct children of this entity.

SetLocalVelocity <vector>

Sets this entity's current velocity.

SetLocalAngularVelocity <vector>

Sets this entity's current angular velocity.

AddSpawnFlags <integer>

Adds spawnflag(s) to this entity. Many spawnflags have their respective numbers suffixed in this FGD.

RemoveSpawnFlags <integer>

Removes spawnflag(s) to this entity. Many spawnflags have their respective numbers suffixed in this FGD.

AddSolidFlags <integer>

Adds solid flags to this entity.

RemoveSolidFlags <integer>

Removes solid flags from this entity.

ChangeVariable <string>

Similar to AddOutput, except it changes an internal variable similar to logic_datadesc_accessor instead. Very dangerous, use with care.

SetHealth <integer>

Sets this entity's health.

AddHealth <integer>

Adds to this entity's health.

RemoveHealth <integer>

Removes from this entity's health.

SetMaxHealth <integer>

Sets this entity's max health.

SetEntityName <target_destination>

Sets this entity's name that other entities should refer to it by.

SetTarget <target_destination>

Sets this entity's target. This is specific to certain entities, particularly logic entities that involve a target.

SetOwnerEntity <target_destination>

Sets this entity's owner entity. This has nothing to do with parenting and has more to do with collision and kill credits.

SetThinkNull <void>

Sets this entity's general think function to null. Behavior varies from entity to entity..

Touch <target_destination>

Simulates this entity touching the specified entity.

Outputs

Inherited from BaseEntityPoint

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.

OutUser1 <string>

Fires in response to PassUser1 input, with the parameter passed through unchanged.

OutUser2 <string>

Fires in response to PassUser2 input, with the parameter passed through unchanged.

OutUser3 <string>

Fires in response to PassUser3 input, with the parameter passed through unchanged.

OutUser4 <string>

Fires in response to PassUser4 input, with the parameter passed through unchanged.