I added it in and it works mostly, but some hintstrings dont come up before I change them in script. After flag_wait, it does come up. Here is example of one part that isnt working. Other parts of EE works fine, some dont, like this
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power_c() { jammer_activate = getEnt("jammer_activate", "targetname"); jammer_activate SetCursorHint("HINT_NOICON"); jammer_activate _setHintstring("Power must be activated first"); flag_wait("electricity_on"); jammer_activate SetCursorHint("HINT_NOICON"); // Just in case added this, havent tested if it would work without jammer_activate _setHintstring("Press &&1 to Activate Console"); jammer_activate waittill("trigger", player); jammer_activate PlaySound("five_switch"); level notify("console_d"); jammer_activate delete(); }
I added it in and it works mostly, but some hintstrings dont come up before I change them in script. After flag_wait, it does come up. Here is example of one part that isnt working. Other parts of EE works fine, some dont, like this
Code Snippet
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power_c() { jammer_activate = getEnt("jammer_activate", "targetname"); jammer_activate SetCursorHint("HINT_NOICON"); jammer_activate _setHintstring("Power must be activated first"); flag_wait("electricity_on"); jammer_activate SetCursorHint("HINT_NOICON"); // Just in case added this, havent tested if it would work without jammer_activate _setHintstring("Press &&1 to Activate Console"); jammer_activate waittill("trigger", player); jammer_activate PlaySound("five_switch"); level notify("console_d"); jammer_activate delete(); }
hi man,
few options maybe will it works, and maybe it will help
did you also have on the top of the script this included ?
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#include maps\trem_hintstrings;
option 2:
try this maybe will that work:
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jammer_activate _setHintstring("Power must be activated first"); jammer_activate SetCursorHint("HINT_NOICON");
don't why, but this works fine for me if I use this method, like this:
first the sethintstring > setcursorhint > setlookatrequirehint (or something how it calls)
I get never problem with it.
there is only one small thing what you need to know
sometimes it is not appearing the trigger hintstring but sometimes you need to feel where it will show it sometimes if you stay for the trigger and you press F then it will also activate it but you will not see it
few options maybe will it works, and maybe it will help
did you also have on the top of the script this included ?
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#include maps\trem_hintstrings;
option 2:
try this maybe will that work:
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jammer_activate _setHintstring("Power must be activated first"); jammer_activate SetCursorHint("HINT_NOICON");
don't why, but this works fine for me if I use this method, like this:
first the sethintstring > setcursorhint > setlookatrequirehint (or something how it calls)
I get never problem with it.
there is only one small thing what you need to know
sometimes it is not appearing the trigger hintstring but sometimes you need to feel where it will show it sometimes if you stay for the trigger and you press F then it will also activate it but you will not see it
best regards, Gamer9294
Yes, I included the #include file, otherwise hintstring wouldnt work at all. I will try the option 2 though. And it does show it, but first _setHintstring doesnt, after I update it it does show
Edit: Nope, didnt work
Last Edit: May 13, 2015, 08:19:41 pm by HitmanVere
Yes, I included the #include file, otherwise hintstring wouldnt work at all. I will try the option 2 though. And it does show it, but first _setHintstring doesnt, after I update it it does show
Edit: Nope, didnt work
im having the same issue with perk strings, they only appear after power is on
main() { //gamer9294 //this is only a sample code, you need to create a one or try to add some stuff from this, how this is made :)
level.power_is_on = false;
level thread watch_power_first();
level thread trigger_function_main(); }
watch_power_first() { flag_wait("electricity_on"); //wait untill the power is on
level.power_is_on = true; //set the variable to true. }
trigger_function_main() { player = undefined;
trig = getEnt("trigger_one","targetname");
//maybe more stuff here...
while(1) { if(level.power_is_on == false) //this will be showing everytime untill the power is on! { trig _SetHintString("Power is required"); trig SetCursorHint( "HINT_NOICON" ); trig UseTriggerRequireLookAt(); wait 1; } else if(level.power_is_on == true) { trig _SetHintString("Press and hold &&1 to open door"); trig SetCursorHint( "HINT_NOICON" ); trig UseTriggerRequireLookAt();
trig waittill("trigger", player); trig trigger_off(); //this is only needed if you need to do more things with that trigger //trig delete(); // otherwise choice this one here <<<
//do stuff here under what you want.
//on the end of the point enable the trigger again. trig trigger_on(); //but if you have delete the trigger function then delete this too. } wait 0.1; } }
I added it in and it works mostly, but some hintstrings dont come up before I change them in script. After flag_wait, it does come up. Here is example of one part that isnt working. Other parts of EE works fine, some dont, like this
Code Snippet
Plaintext
power_c() { jammer_activate = getEnt("jammer_activate", "targetname"); jammer_activate SetCursorHint("HINT_NOICON"); jammer_activate _setHintstring("Power must be activated first"); flag_wait("electricity_on"); jammer_activate SetCursorHint("HINT_NOICON"); // Just in case added this, havent tested if it would work without jammer_activate _setHintstring("Press &&1 to Activate Console"); jammer_activate waittill("trigger", player); jammer_activate PlaySound("five_switch"); level notify("console_d"); jammer_activate delete(); }
I don't know this script but if it works after the wait, I would guess it has to do with the electricity being on or the wait. Have you tried just adding say a wait(10) or flag_wait("all_players_connected"), before you sets the hintstring...? Assuming this function is threaded.
I don't know this script but if it works after the wait, I would guess it has to do with the electricity being on or the wait. Have you tried just adding say a wait(10) or flag_wait("all_players_connected"), before you sets the hintstring...? Assuming this function is threaded.
Its threaded, yes. Its part of the EE script. I will try adding wait line
Edit: Seems like it wasnt working due to no wait line. Now its working. Thanks, Make
Last Edit: May 14, 2015, 01:14:50 pm by HitmanVere