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Full Version: Disabling default hints
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Being that a custom story is normally (i would assume) played after playing the main story, there is less of a need to inform the user of all possible interactions that the game allows, or that their sanity will drain while in the dark or after experiencing paranormal events, et cetera. I am finding that these hints are taking away the immersion, as i am many times forcing the user to look at other things, only to have the hint show up at that point in time.

I am wondering if anyone knows how to disable these hints. Or perhaps if they happen to know the "name" i can pass to BlockHint(). Or maybe there is a global or local variable i can set that will disable the default hints for the current map?
I also want to know how to do this. i'm subscribing to this thread Smile

kinda surprised this hasn't been talked about much.
Never mind, i figured it out. I checked one of the main story's saved files and found a list of hint names that were valid.

Code:
<container type="100" name="mlstHintsGiven" class_type="cLuxHintHandler_Hint_SaveData">
                <class type="cLuxHintHandler_Hint_SaveData" name="">
                    <var type="4" name="msName" val="DarknessDecrease" />
                </class>
                <class type="cLuxHintHandler_Hint_SaveData" name="">
                    <var type="4" name="msName" val="EnemySeen" />
                </class>
                <class type="cLuxHintHandler_Hint_SaveData" name="">
                    <var type="4" name="msName" val="EnemyTip01" />
                </class>
                <class type="cLuxHintHandler_Hint_SaveData" name="">
                    <var type="4" name="msName" val="EnemyTip02" />
                </class>
                <class type="cLuxHintHandler_Hint_SaveData" name="">
                    <var type="4" name="msName" val="EntityGrab" />
                </class>
                <class type="cLuxHintHandler_Hint_SaveData" name="">
                    <var type="4" name="msName" val="EntityLever" />
                </class>
                <class type="cLuxHintHandler_Hint_SaveData" name="">
                    <var type="4" name="msName" val="EntityPush" />
                </class>
                <class type="cLuxHintHandler_Hint_SaveData" name="">
                    <var type="4" name="msName" val="EntitySlide" />
                </class>
                <class type="cLuxHintHandler_Hint_SaveData" name="">
                    <var type="4" name="msName" val="EntitySwingDoor" />
                </class>
                <class type="cLuxHintHandler_Hint_SaveData" name="">
                    <var type="4" name="msName" val="EntityWheel" />
                </class>
                <class type="cLuxHintHandler_Hint_SaveData" name="">
                    <var type="4" name="msName" val="LanternNoItem" />
                </class>
                <class type="cLuxHintHandler_Hint_SaveData" name="">
                    <var type="4" name="msName" val="PickHealthPotion" />
                </class>
                <class type="cLuxHintHandler_Hint_SaveData" name="">
                    <var type="4" name="msName" val="PickLantern" />
                </class>
                <class type="cLuxHintHandler_Hint_SaveData" name="">
                    <var type="4" name="msName" val="PickOil" />
                </class>
                <class type="cLuxHintHandler_Hint_SaveData" name="">
                    <var type="4" name="msName" val="PickTinderbox" />
                </class>
                <class type="cLuxHintHandler_Hint_SaveData" name="">
                    <var type="4" name="msName" val="PushHint" />
                </class>
                <class type="cLuxHintHandler_Hint_SaveData" name="">
                    <var type="4" name="msName" val="QuestAdded" />
                </class>
                <class type="cLuxHintHandler_Hint_SaveData" name="">
                    <var type="4" name="msName" val="RecentlyReadText" />
                </class>
                <class type="cLuxHintHandler_Hint_SaveData" name="">
                    <var type="4" name="msName" val="SanityHit" />
                </class>
                <class type="cLuxHintHandler_Hint_SaveData" name="">
                    <var type="4" name="msName" val="SanityLow" />
                </class>
                <class type="cLuxHintHandler_Hint_SaveData" name="">
                    <var type="4" name="msName" val="hidehint" />
                </class>
                <class type="cLuxHintHandler_Hint_SaveData" name="">
                    <var type="4" name="msName" val="run" />
                </class>
            </container>

The valid names are the whatever the value for "val" is.
So are you going in and individually blocking each hint that appears in your custom story?

and thanks for posting this!
(07-28-2011, 08:42 AM)convolution223 Wrote: [ -> ]So are you going in and individually blocking each hint that appears in your custom story?
Pretty much, yeah.

Here's the function i put together that disables all hints that would have pretty much activated in my first level on start:
Code:
void BlockDefaultHints()
    {
        BlockHint("DarknessDecrease");
        BlockHint("EntityGrab");
        BlockHint("EntityLever");
        BlockHint("EntityPush");
        BlockHint("EntitySlide");
        BlockHint("EntitySwingDoor");
        BlockHint("EntityWheel");
        BlockHint("PickLantern");
        BlockHint("PickOil");
        BlockHint("PickTinderbox");
        BlockHint("SanityHit");
        BlockHint("SanityLow");
    }
Thank you! this totally solves the problem! Smile
void BlockDefaultHint()
{
BlockHint("DarknessDecrease");
BlockHint("EntityGrab");
BlockHint("EntityLever");
BlockHint("EntityPush");
BlockHint("EntitySlide");
BlockHint("EntitySwingDoor");
BlockHint("EntityWheel");
BlockHint("PickLantern");
BlockHint("PickOil");
BlockHint("PickTinderbox");
BlockHint("SanityHit");
BlockHint("SanityLow");
}
That should work? but it doesnt :p so what am i doing wrong
You can also open up base_english.lang and look for the hint names there.
(12-07-2011, 06:19 PM)Lagoz Wrote: [ -> ]That should work? but it doesnt :p so what am i doing wrong

Defining the function is one thing, calling it is another.