If you want scripts / features made for you, then contact me by PM or email / skype etc it will cost you tho so if you have no intention of reciprocating don't even waste my time
ent _setHintstring(""); wait 0.1; ent _setHintstring("What you want in hintstring");
I am having similar problem, but after I change the hintstring in script, it updates. And also, did you add this in top of script:
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#include maps\trem_hintstrings;
Edit: Just tested with one of my hintstrings, which didnt add text at first, wait 1; fixed it for me
Hi HitmanVere,
I have tried your option about the hintstring.
only I get a strange effect ingame on the hinstrings.
when I'm by a trigger and it will show the hintstring text, it is flashing between the hinstring text with nothing and the hintstring text that I want.
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ent _setHintstring(""); wait 1; ent _setHintstring("What you want in hintstring");
The first sethinstring is not in a loop. but is the sethintstring holding the text that I have written or something ?
only I get a strange effect ingame on the hinstrings.
when I'm by a trigger and it will show the hintstring text, it is flashing between the hinstring text with nothing and the hintstring text that I want.
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ent _setHintstring(""); wait 1; ent _setHintstring("What you want in hintstring");
The first sethinstring is not in a loop. but is the sethintstring holding the text that I have written or something ?
Best regards, Gamer9294
Show whole function and how its threaded. Sounds like thread or function itself might be looping, which makes it being set multiple times between the two. Those lines are fine
Show whole function and how its threaded. Sounds like thread or function itself might be looping, which makes it being set multiple times between the two. Those lines are fine
Oké is good, here under, that is code that I also use for the hintstring fix:
while(1) { trig _SetHintString("Press and Hold &&1 to Pickup some Ammo [cost: 500]"); trig SetCursorHint("HINT_NOICON"); trig UseTriggerRequireLookAt(); trig waittill("trigger", player); if(player UseButtonPressed() && !player maps\_laststand::player_is_in_laststand() && !player in_revive_trigger()) { if(player.score >= 500) { player playsound("cha_ching"); player thread maps\_zombiemode_score::minus_to_player_score(500); //weapons = player GetWeaponsList(); currentweapon = player GetCurrentWeapon(); player giveMaxAmmo(currentweapon); player iprintlnbold("you have now max ammo on your weapon"); wait 0.1; trig delete(); self delete(); wait 0.1; break; } else { player playsound("no_cha_ching"); player iprintlnbold("you don't have enough points"); wait 1; } } wait 0.1; } }
I put the empty sethintstring before the loop to make sure that it will not show that one first.
sorry for if I have errors in the script, I'm still learning how scripting works 8)
while(1) { trig _SetHintString("Press and Hold &&1 to Pickup some Ammo [cost: 500]"); trig SetCursorHint("HINT_NOICON"); trig UseTriggerRequireLookAt(); trig waittill("trigger", player); if(player UseButtonPressed() && !player maps\_laststand::player_is_in_laststand() && !player in_revive_trigger()) { if(player.score >= 500) { player playsound("cha_ching"); player thread maps\_zombiemode_score::minus_to_player_score(500); //weapons = player GetWeaponsList(); currentweapon = player GetCurrentWeapon(); player giveMaxAmmo(currentweapon); player iprintlnbold("you have now max ammo on your weapon"); wait 0.1; trig delete(); self delete(); wait 0.1; break; } else { player playsound("no_cha_ching"); player iprintlnbold("you don't have enough points"); wait 1; } } wait 0.1; } }
I put the empty sethintstring before the loop to make sure that it will not show that one first.
sorry for if I have errors in the script, I'm still learning how scripting works 8)
Best regards, Gamer9294
Move all this:
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trig _SetHintString("Press and Hold &&1 to Pickup some Ammo [cost: 500]"); trig SetCursorHint("HINT_NOICON"); trig UseTriggerRequireLookAt();
Under wait, you dont need to keep updating the hintstring or the icon