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Solved Disabling default hints
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Post: #1
Disabling default hints
Being that a custom story is normally (i would assume) played after playing the main story, there is less of a need to inform the user of all possible interactions that the game allows, or that their sanity will drain while in the dark or after experiencing paranormal events, et cetera. I am finding that these hints are taking away the immersion, as i am many times forcing the user to look at other things, only to have the hint show up at that point in time.

I am wondering if anyone knows how to disable these hints. Or perhaps if they happen to know the "name" i can pass to BlockHint(). Or maybe there is a global or local variable i can set that will disable the default hints for the current map?

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(This post was last modified: 07-28-2011 08:13 AM by Your Computer.)
07-28-2011 07:46 AM
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convolution223 Offline
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Post: #2
RE: Disabling default hints
I also want to know how to do this. i'm subscribing to this thread Smile

kinda surprised this hasn't been talked about much.
07-28-2011 08:09 AM
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Post: #3
RE: Disabling default hints
Never mind, i figured it out. I checked one of the main story's saved files and found a list of hint names that were valid.

<container type="100" name="mlstHintsGiven" class_type="cLuxHintHandler_Hint_SaveData">
                <class type="cLuxHintHandler_Hint_SaveData" name="">
                    <var type="4" name="msName" val="DarknessDecrease" />
                </class>
                <class type="cLuxHintHandler_Hint_SaveData" name="">
                    <var type="4" name="msName" val="EnemySeen" />
                </class>
                <class type="cLuxHintHandler_Hint_SaveData" name="">
                    <var type="4" name="msName" val="EnemyTip01" />
                </class>
                <class type="cLuxHintHandler_Hint_SaveData" name="">
                    <var type="4" name="msName" val="EnemyTip02" />
                </class>
                <class type="cLuxHintHandler_Hint_SaveData" name="">
                    <var type="4" name="msName" val="EntityGrab" />
                </class>
                <class type="cLuxHintHandler_Hint_SaveData" name="">
                    <var type="4" name="msName" val="EntityLever" />
                </class>
                <class type="cLuxHintHandler_Hint_SaveData" name="">
                    <var type="4" name="msName" val="EntityPush" />
                </class>
                <class type="cLuxHintHandler_Hint_SaveData" name="">
                    <var type="4" name="msName" val="EntitySlide" />
                </class>
                <class type="cLuxHintHandler_Hint_SaveData" name="">
                    <var type="4" name="msName" val="EntitySwingDoor" />
                </class>
                <class type="cLuxHintHandler_Hint_SaveData" name="">
                    <var type="4" name="msName" val="EntityWheel" />
                </class>
                <class type="cLuxHintHandler_Hint_SaveData" name="">
                    <var type="4" name="msName" val="LanternNoItem" />
                </class>
                <class type="cLuxHintHandler_Hint_SaveData" name="">
                    <var type="4" name="msName" val="PickHealthPotion" />
                </class>
                <class type="cLuxHintHandler_Hint_SaveData" name="">
                    <var type="4" name="msName" val="PickLantern" />
                </class>
                <class type="cLuxHintHandler_Hint_SaveData" name="">
                    <var type="4" name="msName" val="PickOil" />
                </class>
                <class type="cLuxHintHandler_Hint_SaveData" name="">
                    <var type="4" name="msName" val="PickTinderbox" />
                </class>
                <class type="cLuxHintHandler_Hint_SaveData" name="">
                    <var type="4" name="msName" val="PushHint" />
                </class>
                <class type="cLuxHintHandler_Hint_SaveData" name="">
                    <var type="4" name="msName" val="QuestAdded" />
                </class>
                <class type="cLuxHintHandler_Hint_SaveData" name="">
                    <var type="4" name="msName" val="RecentlyReadText" />
                </class>
                <class type="cLuxHintHandler_Hint_SaveData" name="">
                    <var type="4" name="msName" val="SanityHit" />
                </class>
                <class type="cLuxHintHandler_Hint_SaveData" name="">
                    <var type="4" name="msName" val="SanityLow" />
                </class>
                <class type="cLuxHintHandler_Hint_SaveData" name="">
                    <var type="4" name="msName" val="hidehint" />
                </class>
                <class type="cLuxHintHandler_Hint_SaveData" name="">
                    <var type="4" name="msName" val="run" />
                </class>
            </container>

The valid names are the whatever the value for "val" is.

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(This post was last modified: 07-28-2011 08:16 AM by Your Computer.)
07-28-2011 08:12 AM
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convolution223 Offline
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Post: #4
RE: Disabling default hints
So are you going in and individually blocking each hint that appears in your custom story?

and thanks for posting this!
(This post was last modified: 07-28-2011 08:42 AM by convolution223.)
07-28-2011 08:42 AM
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Post: #5
RE: Disabling default hints
(07-28-2011 08:42 AM)convolution223 Wrote:  So are you going in and individually blocking each hint that appears in your custom story?
Pretty much, yeah.

Here's the function i put together that disables all hints that would have pretty much activated in my first level on start:
void BlockDefaultHints()
    {
        BlockHint("DarknessDecrease");
        BlockHint("EntityGrab");
        BlockHint("EntityLever");
        BlockHint("EntityPush");
        BlockHint("EntitySlide");
        BlockHint("EntitySwingDoor");
        BlockHint("EntityWheel");
        BlockHint("PickLantern");
        BlockHint("PickOil");
        BlockHint("PickTinderbox");
        BlockHint("SanityHit");
        BlockHint("SanityLow");
    }

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(This post was last modified: 07-28-2011 09:28 AM by Your Computer.)
07-28-2011 09:27 AM
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convolution223 Offline
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Post: #6
RE: Disabling default hints
Thank you! this totally solves the problem! Smile
07-29-2011 05:33 AM
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Lagoz Offline
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Joined: Dec 2011
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Post: #7
RE: Disabling default hints
void BlockDefaultHint()
{
BlockHint("DarknessDecrease");
BlockHint("EntityGrab");
BlockHint("EntityLever");
BlockHint("EntityPush");
BlockHint("EntitySlide");
BlockHint("EntitySwingDoor");
BlockHint("EntityWheel");
BlockHint("PickLantern");
BlockHint("PickOil");
BlockHint("PickTinderbox");
BlockHint("SanityHit");
BlockHint("SanityLow");
}
That should work? but it doesnt Tongue so what am i doing wrong
(This post was last modified: 12-07-2011 07:18 PM by Lagoz.)
12-07-2011 06:19 PM
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palistov Offline
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Post: #8
RE: Disabling default hints
You can also open up base_english.lang and look for the hint names there.

12-08-2011 02:46 AM
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Post: #9
RE: Disabling default hints
(12-07-2011 06:19 PM)Lagoz Wrote:  That should work? but it doesnt Tongue so what am i doing wrong

Defining the function is one thing, calling it is another.

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12-08-2011 03:00 AM
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