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******* script runtime error *******
Too many different hintstring values. Max allowed is 48 different strings: (file 'maps/_soviet/soviet_weapons.gsc', line 61)
trig sethintstring("Press F for weapon " + self.script_noteworthy + "[" + self.cost + level.soviet["cType"] + " required for weapon, " + (self.ammo_cost) + " for ammo]");
*
Error: called from:
(file 'common_scripts/utility.gsc', line 586)
entities[ keys[ i ] ] thread [[ process ]]();
*
Error: called from:
(file 'maps/_soviet/soviet_weapons.gsc', line 14)
array_thread(level.weapon["weapons"], ::init_guns);
*
Error: called from:
(file 'maps/_soviet/soviet.gsc', line 150)
maps\_soviet\soviet_weapons::init();
*
Error: called from:
(file 'maps/_soviet/soviet.gsc', line 105)
thread common_init();
*
Error: called from:
(file 'maps/_soviet/soviet.gsc', line 60)
mod_init();
*
Error: started from:
(file 'maps/_soviet/soviet_utility.gsc', line 15)
wait(1);This was known for quite some time.
Indeed. The difference here however is that the hintstring values add up over each playthrough. So if you have 7 hintstring and they update each time on restart:
1: 7 hitnstrings
2: 14 hintstrings
3: 21 hintstrings
etc.
The amount of hinstrings in the initially is way below the 48 limit.
Not surprised. After all, fast_restart doesn't restart the whole map.


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![]() | Has shown effort and knowledge in the area of scripting while being a part of the UGX-Mods community. |
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I didn't think it worked that way. In my experience they seem to fill up as they change, like an array with a max limit. So if you used the same hint string, it holds one place in this make believe array. You can use that as many times as you like. Then each time you change a hintstring, if not in this make believe array, then it's added to it. Eventually you will change hint strings until you hit the unique limit, and they won't change anymore. This is why we use menu to set hintstrings now, or control one hud element if that is easier and you have one to spare.