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Oh Yes, There Is An Engine Limit For That Too

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Created 10 years ago
by daedra descent
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Let's keep this thread on topic from here on in. -DBZ

+1 to off-topic reply -DBZ

lmao. Too funny.

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Apparently, there is a limit on how many different hintstrings you can have. This includes hinstrings that might change on map restart(via menu):

Code Snippet
Plaintext
******* 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);

Anyone know how to get the game to reset the current string variants on restart?
Last Edit: January 24, 2016, 08:04:57 pm by daedra descent
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This was known for quite some time.
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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.
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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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Not surprised. After all, fast_restart doesn't restart the whole map.

Even so, one would assume that it'd reset the string variants. Pretty dumb to factor that into the limit when strings can change every map playthrough.

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Only fix is making your own hintstrings.
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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.

I've hit the limit in ILS, and depending how you ran the map, and how many wall weapons you bought, and different door prices you hit, changed when the hint strings started bugging out. That's when I came to this previous conclusion.
Last Edit: January 24, 2016, 10:38:57 pm by MakeCents
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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.

^This.

If i don't change gamemodes or the difficulty its fine. Changing it about 5 times will cause it to happen since fast_restart doesn't reset the amount of unique strings apparently.

 
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