Disabling default hints - Printable Version +- Frictional Games Forum (read-only) (https://www.frictionalgames.com/forum) +-- Forum: Amnesia: The Dark Descent (https://www.frictionalgames.com/forum/forum-6.html) +--- Forum: Custom Stories, TCs & Mods - Development (https://www.frictionalgames.com/forum/forum-38.html) +---- Forum: Development Support (https://www.frictionalgames.com/forum/forum-39.html) +---- Thread: Disabling default hints (/thread-9442.html) |
Disabling default hints - Your Computer - 07-28-2011 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? RE: Disabling default hints - convolution223 - 07-28-2011 I also want to know how to do this. i'm subscribing to this thread kinda surprised this hasn't been talked about much. RE: Disabling default hints - Your Computer - 07-28-2011 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"> The valid names are the whatever the value for "val" is. RE: Disabling default hints - convolution223 - 07-28-2011 So are you going in and individually blocking each hint that appears in your custom story? and thanks for posting this! RE: Disabling default hints - Your Computer - 07-28-2011 (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() RE: Disabling default hints - convolution223 - 07-29-2011 Thank you! this totally solves the problem! RE: Disabling default hints - Lagoz - 12-07-2011 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 RE: Disabling default hints - palistov - 12-08-2011 You can also open up base_english.lang and look for the hint names there. RE: Disabling default hints - Your Computer - 12-08-2011 (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. |