@BaseClass base(Node) = HintNode [ spawnflags(flags) = [ 65536: "Allow jump up" : 0 ] hinttype(choices) : "Hint" : 0 = [ 0 : "None" 2: "World: Window" 12: "World: Act Busy Hint" 13: "World: Visually Interesting" 14: "World: Visually Interesting (Don't aim at)" 15: "World: Inhibit Combine Mines within 15 feet" 16: "World: Visually Interesting (Stealth mode)" 17: "Generic" 100: "Tactical: Crouch Cover Medium" 101: "Tactical: Crouch Cover Low" // 102: "Waste Scanner Spawn" 103: "Tactical: Entrance / Exit Pinch" // 104: "Guard Point" 105: "Tactical: Enemy Disadvantage Point" // 106: "Health Kit" 107: "Tactical: High Ground" 400: "Antlion: Burrow Point" 401: "Antlion: Thumper Flee Point" 450: "Headcrab: Burrow Point" 451: "Headcrab: Exit Pod Point" 500: "Roller: Patrol Point" 501: "Roller: Cleanup Spot" 700: "Crow: Fly to point" 701: "Crow: Perch point" 900: "Follower: Wait point" 901: "Override jump permission" 902: "Player squad transition point" 903: "NPC exit point" 904: "Strider node" 950: "Player Ally: Push away destination" 951: "PLayer Ally: Fear withdrawal destination" 1000: "HL1 World: Machinery" 1001: "HL1 World: Blinking Light" 1002: "HL1 World: Human Blood" 1003: "HL1 World: Alien Blood" // 1100: "CS Hostage: Escape Point" 1200: "Ep3 Blob Shake Position" 1201: "Ep3 Blob Fire Cover Position" 1202: "Ep3 Blob Brain Cover Position" 1203: "Ep3 Blob Brain Regenerate Position" 1204: "Ep3 Blob Spit Position" 1205: "Ep3 Blob Spawn Regenerator Position" 1300: "Aperture: Nest" ] generictype(string) : "Generic Hint" : "" : "String identifying what the hint type is, if generic." hintactivity(string) : "Hint Activity" : "" : "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." nodeFOV(choices) : "Node FOV" : 180 : "Imagine this node requires that an NPC be in the node's field of view in order to use this hint." = [ 45 : "45 Degrees" 90 : "90 Degrees" 180 : "180 Degrees" 360 : "360 Degrees" ] // Does not inherit from EnableDisable, as node itself will // use that. This is enabling/disabling of the hint only StartHintDisabled(boolean) : "Start Hint Disabled" : 0 Group(string) : "Hint Group" : "" : "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." TargetNode(node_dest) : "Target node" : -1 : "The node ID of an associated target node, if any." radius(integer) : "Radius" : 0 : "How close an NPC must be to consider this hint. 0 means infinite." IgnoreFacing(choices) : "Ignore Facing" : 2 : "Don't pay attention to the facing of the node. May not apply to a given hint type." = [ 0 : "No" 1 : "Yes" 2 : "Default" ] MinimumState(choices) : "Minimum State" : 1 : "Require an NPC have a minimum state to use the hint." = [ 1 : "Idle" 2 : "Alert" 3 : "Combat" ] MaximumState(choices) : "Maximum State" : 3 : "Require an NPC have a maximum state to use the hint." = [ 1 : "Idle" 2 : "Alert" 3 : "Combat" ] // Inputs input EnableHint(void) : "Enable hint." input DisableHint(void) : "Disable hint." ]