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Custom Hint Strings???

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Created 10 years ago
by MZslayer11
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MZslayer11's Contact & Social LinksMZslayer11Service_Code_30#2655
Is it possible to edit hint strings for open-able doors. What i basically want to do is change the standard
Code Snippet
Plaintext
Press and Hold F to open door [Cost:1000] 

to something like this
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Plaintext
Press and Hold F to unlock the roof [Cost:1000] 
or
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Plaintext
Press and hold F to open the Bar [Cost:1000] 
I dont want this to be applied to all doors, just one. I want to make many different strings for different doors. Im not sure if this is possible but if it is could somebody please tell me how? Thanks in advance!
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You can change the hintstring for a specific price, so if you want the doors to be 1000 you can change that and it will say the same thing on all the doors for 1000 not sure if its possible to have different strings but same price for doors. you change it in raw/english/localizestrings/zombie.str at
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REFERENCE           BUTTON_BUY_OPEN_DOOR_1000
LANG_ENGLISH        "Press & hold &&1 to Open Door [Cost: 1000]"

Change the LANG_ENGLISH line to what you want it to say but leave the "" in
Last Edit: June 19, 2014, 06:06:22 pm by thezombiekilla6
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Instead of this ^ , I suggest not using the STR files at all. Just edit _zombiemode_blockers_new.gsc to use whatever the door has set for script_noteworthy as the hint and zombie_cost as the cost. If you need a code example I can post one.
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MZslayer11's Contact & Social LinksMZslayer11Service_Code_30#2655
Instead of this ^ , I suggest not using the STR files at all. Just edit _zombiemode_blockers_new.gsc to use whatever the door has set for script_noteworthy as the hint and zombie_cost as the cost. If you need a code example I can post one.

Yes a code example would help a lot.
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Yes a code example would help a lot.
Copy _zombiemode_blockers_new.gsc from raw/maps to your mod's maps folder, then replace the debris_init() function in that _zombiemode_blockers_new.gsc with this:
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debris_init()
{
cost = 1000;
if( IsDefined( self.zombie_cost ) )
{
cost = self.zombie_cost;
}

self setHintString( "Press &&1 to Clear Debris [Cost: " + cost + "]" );
self SetCursorHint( "HINT_NOICON" );

if( isdefined (self.script_flag)  && !IsDefined( level.flag[self.script_flag] ) )
{
flag_init( self.script_flag );
}

self UseTriggerRequireLookAt();
self thread debris_think();
}
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Is setHintString_fixed(); a valid function? If so, whats the difference between normal and fixed. :P
Last Edit: June 23, 2014, 07:45:28 pm by ProGamerzFTW
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Is setHintString_fixed(); a valid function? If so, whats the difference between normal and fixed. :P
Opps sorry, edited. setHintString_fixed() is a little something im working on that might fix the issue of hintstrings failing to update on people's maps.
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MZslayer11's Contact & Social LinksMZslayer11Service_Code_30#2655
Copy _zombiemode_blockers_new.gsc from raw/maps to your mod's maps folder, then replace the debris_init() function in that _zombiemode_blockers_new.gsc with this:
Code Snippet
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debris_init()
{
cost = 1000;
if( IsDefined( self.zombie_cost ) )
{
cost = self.zombie_cost;
}

self setHintString( "Press &&1 to Clear Debris [Cost: " + cost + "]" );
self SetCursorHint( "HINT_NOICON" );

if( isdefined (self.script_flag)  && !IsDefined( level.flag[self.script_flag] ) )
{
flag_init( self.script_flag );
}

self UseTriggerRequireLookAt();
self thread debris_think();
}

Im very confused. Like i said in my original post, i want to make many Hintstrings for different doors while still keeping the default hintstring for some doors. Would that be possible with the code you posted? What special kvps would i need to enter for this to work? As you can clearly see, i dont know anything about scripting so i dont know if im even making sense now! :P
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Install the code like I specified and the set zombie_cost on all triggers to any numbers you want. That's it.

 
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