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Hintstrings

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Created 11 years ago
by Harry Bo21
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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 ;)
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Is there a way to set hint strings so that different players will see different things?

Eg. a buildable bench would says "you need a part" to someone not holding one, and "Add part" to someone who is?

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I tried to do this, but it didn't work for me. It could be the way i scripted it, but once 2 players with a different condition are in the trigger, it constantly changes the Hintstring from one to another. Maybe it's possible, if you script it in another way, but i didn't manage to do it.

P.S.  Congrats Harry ^^ O0

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Dunno between how many hintstrings you want to switch, but you could try using two triggers and then use setvisible() and setinvisible() for each player. Never tried, but should work i guess..
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Use <trig> setVisibleToPlayer(<player>) to make a trigger visible to only one person. Use setInvisibleToPlayer to make a trig invisible to only one person (or multiple people if you call again it on more people). Use setVisibleToAll() to restore the trigger to normal behavior.

Those functions also work for script models.
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Ok, I started messing around with the multiple triggers and yes that is working

I had tried this earlier and it didnt work, but it actually DID work, just both triggers were in the same place and they were both set to visible (Silly Harry...)

thanks guys, helped a lot :)
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Ok, I started messing around with the multiple triggers and yes that is working

I had tried this earlier and it didnt work, but it actually DID work, just both triggers were in the same place and they were both set to visible (Silly Harry...)

thanks guys, helped a lot :)

You could also use a hud for the hintstring and then only need one trigger. You would use the players information to modify what the hud said for that player and destroy the hud after the player was not touching and/or looking at it.

Of course, it has been frowned upon to use huds for hintstrings. But if you are close to any limits, like interactive entity limits, less triggers may be better than one more hud element, if you have kept track of them.
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i just did something like this, by checking if the player had the object in question and then setting the hint string to whatever its supposed to be. the only problem ive found with it is that the if multiple people are standing on it the hint string remains on the hintstring used for the latest player to walk up. but once they leave it goes to normal.

Double Post Merge: February 12, 2015, 03:03:47 am
i just did something like this, by checking if the player had the object in question and then setting the hint string to whatever its supposed to be. the only problem ive found with it is that the if multiple people are standing on it the hint string remains on the hintstring used for the latest player to walk up. but once they leave it goes to normal.

this being said it sounds like the double trigger idea would probably work better to keep this from happening
Last Edit: February 12, 2015, 03:03:47 am by buttkicker845

 
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