Frictional Games Forum (read-only)
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 Smile

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">
                <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.


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()
    {
        BlockHint("DarknessDecrease");
        BlockHint("EntityGrab");
        BlockHint("EntityLever");
        BlockHint("EntityPush");
        BlockHint("EntitySlide");
        BlockHint("EntitySwingDoor");
        BlockHint("EntityWheel");
        BlockHint("PickLantern");
        BlockHint("PickOil");
        BlockHint("PickTinderbox");
        BlockHint("SanityHit");
        BlockHint("SanityLow");
    }



RE: Disabling default hints - convolution223 - 07-29-2011

Thank you! this totally solves the problem! Smile


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.