Limited support
This feature is only present in Portal 2: Community Edition.

POINT info_node_hint

A navigation node for ground moving NPCs that includes some context information for NPCs that are interested in it. The hint might indicate a window that could be looked out of, or an item of interest that could be commented on. Many hint nodes are NPC-specific, so it's helpful to use naming conventions like 'Crow: Fly to point' in the hint choices list. The angles of a hint node indicate what direction the NPC should face to perform the hint behavior.

It's important to understand the distinction between scripts, such as scripted_sequence and scripted_schedule, and info_hint entities. Scripts summon NPCs to specific cue points to play their parts, while hints provide context information to the AI that they use to perform their behaviors. Hints require code support in the NPC, while scripts are generic and may require only animations to play. Use a hint if the behavior is driven by the AI, use a script if the behavior is driven by the map.

KeyValues

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'.

Inherited from HintNode

spawnflags <flags>

No description provided.

Possible Flags:

NameValueDefault
Allow jump up65536

Hint <choices> = None (0)

No description provided.

Possible Values:

NameValue
None0
World: Door (Not Used)1
World: Window2
World: Act Busy Hint12
World: Visually Interesting13
World: Visually Interesting (Don't aim at)14
World: Inhibit Combine Mines within 15 feet15
World: Visually Interesting (Stealth mode)16
Tactical: Crouch Cover Medium100
Tactical: Crouch Cover Low101
Tactical: Spawn (Not Used)102
Tactical: Entrance / Exit Pinch103
Tactical: Guard (Not Used)104
Tactical: Enemy Disadvantage Point105
Tactical: Health Kit (Not Used)106
Tactical: High Ground107
Antlion: Burrow Point400
Antlion: Thumper Flee Point401
Headcrab: Burrow Point450
Headcrab: Exit Pod Point451
Roller: Patrol Point500
Roller: Cleanup Spot501
Crow: Fly to point700
Crow: Perch point701
Follower: Wait point900
Override jump permission901
Player squad transition point902
NPC exit point903
Strider node904
Player Ally: Push away destination950
PLayer Ally: Fear withdrawal destination951
HL1 World: Machinery1000
HL1 World: Blinking Light1001
HL1 World: Human Blood1002
HL1 World: Alien Blood1003
Portal 2: Nest1200

Hint Activity <string>

Activity associated with this hint node. Various parts of the NPC AI play this activity at times. i.e. Actbusy nodes will play this activity when an NPC acts busy on the node.

Node FOV <choices> = 180 Degrees (180)

Imagine this node requires that an NPC be in the node's field of view in order to use this hint.

Possible Values:

NameValue
45 Degrees45
90 Degrees90
180 Degrees180
360 Degrees360

Start Hint Disabled <boolean> = No

No description provided.

Hint Group <string>

If specified, gives the hint a specific group name. Useful for hint nodes that need to be logically grouped together. NPCs may also refuse to use hint nodes that don't match their hint group.

Target node <node_dest> = -1

The node ID of an associated target node, if any.

Ignore Facing <choices> = Default (2)

Don't pay attention to the facing of the node. May not apply to a given hint type.

Possible Values:

NameValue
No0
Yes1
Default2

Minimum State <choices> = Idle (1)

Require an NPC have a minimum state to use the hint.

Possible Values:

NameValue
Idle1
Alert2
Combat3

Maximum State <choices> = Combat (3)

Require an NPC have a maximum state to use the hint.

Possible Values:

NameValue
Idle1
Alert2
Combat3

Radius <integer> = 0

How close an NPC must be to consider this hint. 0 means infinite.

Inherited from Node

Node ID <node_id>

No description provided.

Inputs

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.

Inherited from HintNode

EnableHint <void>

Enable hint.

DisableHint <void>

Disable hint.

Outputs

OnNPCStartedUsing <string>

Fired when an NPC has reached this node and started using it. Passes along the NPC.

OnNPCStoppedUsing <string>

Fired when an NPC has stopped using this node. Passes along the NPC.

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.