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hintstring doesnt update

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Created 8 years ago
by KDXDARK
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Hi for some reason my hintstring doesnt update. I already use this treminaor tutorial http://ugx-mods.com/wiki/index.php?title=Hintstrings_not_updating but for some reason it dont show me the string while in game.

somebody can help me to fix this?
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try mine

http://ugx-mods.com/forum/index.php/topic,6753.0.html
i try it and it dont show the string in-game same as trem tutorial
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i try it and it dont show the string in-game same as trem tutorial
thats because it "is" trems hintstring fix that he just made a minor modification to
Last Edit: November 16, 2015, 11:12:13 pm by Harry Bo21
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thats because it "is" trems hintstring fix that he just made a minor modification to

Lol, who is this kid?

Is it all our just one of the hint strings that use trems fix?

If it is all, it could be a menu error. If it is just one, it could be a gsc issue.
Last Edit: November 17, 2015, 01:00:40 am by MakeCents
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thats because it "is" trems hintstring fix that he just made a minor modification to

yes but i had trem's not show up but with my modifications it seemed to work so thought it might work for him too
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Try doing this in script:

Code Snippet
Plaintext
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:

Code Snippet
Plaintext
#include maps\trem_hintstrings;

Edit: Just tested with one of my hintstrings, which didnt add text at first, wait 1; fixed it for me
Last Edit: November 17, 2015, 02:00:44 pm by HitmanVere
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Try doing this in script:

Code Snippet
Plaintext
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:

Code Snippet
Plaintext
#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.

Code Snippet
Plaintext
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  :)
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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.

Code Snippet
Plaintext
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
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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:


Code Snippet
Plaintext
	packages = getEntArray("ammobox_packages1","targetname"); //box model
for(i=0; i<packages.size; i++)
{
packages[i] thread dropping_packages();
}


dropping_packages()
{
player = undefined;

trig = spawn("trigger_radius", self.origin, 0, 48, 64); //trigger

trig _SetHintString(" ");
wait 1;

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

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Oké is good,
here under, that is code that I also use for the hintstring fix:


Code Snippet
Plaintext
	packages = getEntArray("ammobox_packages1","targetname"); //box model
for(i=0; i<packages.size; i++)
{
packages[i] thread dropping_packages();
}


dropping_packages()
{
player = undefined;

trig = spawn("trigger_radius", self.origin, 0, 48, 64); //trigger

trig _SetHintString(" ");
wait 1;

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:

Code Snippet
Plaintext
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
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Move all this:

Code Snippet
Plaintext
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


Okay thank you very much for you help HitmanVere  8)  ;)

Best regards,
Gamer9294
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might also wanna add these checks to yours

Code Snippet
Plaintext
player isThrowingGrenade()
- to check if they are mid way through throwing a grenade or currentWeapon will return it

Code Snippet
Plaintext
if ( isDefined( player.is_drinking ) && player.isDrinking ) )
- to check if player is drinking a perk, or again currentWeapon will return wrong

Add those and I think you are all good, but I swear im forgetting at least one more thing
Last Edit: November 23, 2015, 10:25:36 pm by Harry Bo21
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might also wanna add these checks to yours

Code Snippet
Plaintext
player isThrowingGrenade()
- to check if they are mid way through throwing a grenade or currentWeapon will return it

Code Snippet
Plaintext
if ( isDefined( player.is_drinking ) && player.isDrinking ) )
- to check if player is drinking a perk, or again currentWeapon will return wrong

Add those and I think you are all good, but I swear im forgetting at least one more thing

Thank you Harry Bo21,

for helping me too  ;)  8)


Best regards,
Gamer9294
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Code Snippet
Plaintext
if ( isDefined( player.is_drinking ) && player.isDrinking ) )

isDrinking -> is_drinking i assume? and don't forget to take that extra parentheses at the end out.


 
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