Facebook Twitter YouTube Frictional Games | Forum | Privacy Policy | Dev Blog | Dev Wiki | Support | Gametee


Thread Rating:
  • 0 Vote(s) - 0 Average
  • 1
  • 2
  • 3
  • 4
  • 5
Stopping death hints
Damascus Offline
Senior Member

Posts: 646
Threads: 118
Joined: Mar 2012
Reputation: 29
#1
Stopping death hints

I set up a checkpoint with it's own custom death hint. However from that point forward, even after I've left the map, it keeps showing the same death hint over and over. How can I erase that?

(This post was last modified: 05-06-2012, 01:22 AM by Damascus.)
05-06-2012, 01:19 AM
Find
Your Computer Offline
SCAN ME!

Posts: 3,456
Threads: 32
Joined: Jul 2011
Reputation: 235
#2
RE: Stopping death hints

SetDeathHint

Tutorials: From Noob to Pro
05-06-2012, 02:20 AM
Website Find
Damascus Offline
Senior Member

Posts: 646
Threads: 118
Joined: Mar 2012
Reputation: 29
#3
RE: Stopping death hints

SetDeathHint("", "");

Would that set it back to default, or do I have to make a brand new text entry for the default entry?

05-06-2012, 03:56 AM
Find
FlawlessHappiness Offline
Posting Freak

Posts: 3,980
Threads: 145
Joined: Mar 2012
Reputation: 171
#4
RE: Stopping death hints

You could just set it to what it was before. "You have to carry on" or something like that. Make that trigger after the desired deathHint has been shown. I guess that would do it

Trying is the first step to success.
05-06-2012, 01:25 PM
Find
Xanthos Offline
Senior Member

Posts: 318
Threads: 9
Joined: Mar 2012
Reputation: 8
#5
RE: Stopping death hints

After that add a entitycollide script and make a custom death hint that plays "You have to carry on"

05-06-2012, 01:31 PM
Find




Users browsing this thread: 1 Guest(s)