Kommiekat 11 Posted September 29, 2011 Hi, This is the most useful and rudimentary tools a new mission maker can use. And if I search for it, there is really not much on it. So that being the case, possibly some of you fine folks can elaborate more on what they do and where they go for other missions makers to understand without making 20 threads on it? I'm sure there are more than the two I mentioned. I don't know what they are. Also, how can a mission maker put paragraph format to "hints" if I've only got a small Condition or Init or OnAct box to put them in? </br></br> does not work. It only shows up in the hint. Kinds of hints and functions: hint Pop-up window with text. Does not pause the game. hintC Pop-up window with text. Pauses the game. Where to place: Inside Conditions and OnAct fields of Triggers and Waypoints. Also in .sqs and .sqf files Share this post Link to post Share on other sites
twirly 11 Posted September 29, 2011 Also, how can a mission maker put paragraph format to "hints" if I've only got a small Condition or Init or OnAct box to put them in? Use \n for a break (linefeed) in a hint. Hint "This is one line\nThis is the next"; gives:- This is one line This is the next Share this post Link to post Share on other sites
Kommiekat 11 Posted September 29, 2011 Oh man, thanks for that! Anymore types of "hint" that you know of besides the two I mentioned? and this\n<---how in the heck does a person even do a search for that? If I put that in the search field, nothing comes up. Is there a way to do paragraph format? Thanks again for your help. Share this post Link to post Share on other sites
twirly 11 Posted September 29, 2011 See if you can wrap your head around this one.... http://community.bistudio.com/wiki/parseText hint parseText format [ "<t align='center' color='#f39403' shadow='1' shadowColor='#000000'>Rifle Image</t><br/><t align='center' color='#666666'>------------------------------</t><br/><br/><t align='center' color='#666c3f' shadow='1' shadowColor='#000000'><img size='4' image='%1'/></t><br/><br/><t align='center' color='#ffcc33' shadow='1' shadowColor='#000000'>This is a Rifle</t><br/><br/><t align='center' color='#ffffff' shadow='1' shadowColor='#000000'>Did an image of a rifle pop-up?</t>", getText (configFile >> "cfgWeapons" >> "M16A4_GL" >> "picture")]; Shows a picture of the a "M16A4_GL" in the hint. You'll have to try it to see. Share this post Link to post Share on other sites
lucilk 10 Posted September 29, 2011 i have used parsetext successfully for a lot of things from debug and dialogs. This is a example of what parsetext can do, its a dialog from one of my projects. Share this post Link to post Share on other sites
W0lle 1052 Posted September 29, 2011 Another one: hintCadet shows hints only in cadet mode. Paragraph is done by \n\n ;) Share this post Link to post Share on other sites
Koni 3 Posted September 30, 2011 I use the basic hint quite a lot during mission making so I know when a certain script has fired and can then look out for the supposed effect. It's just remembering to remove them all before finishing the mission :) Share this post Link to post Share on other sites
Tankbuster 1747 Posted September 30, 2011 hintSilent makes the hint message, but without the ping noise. ---------- Post added at 11:30 PM ---------- Previous post was at 11:10 PM ---------- For debug, hint has its uses, but diag_log is good too. You can only see one hint at a time and if they come thick and fast, it's easy to miss them. In diag_log, they are there for ever, but you have to tab out to see them, of course. Share this post Link to post Share on other sites
Kommiekat 11 Posted October 1, 2011 Hi, Kinds of hints and functions: hint Pop-up window with text. Does not pause the game. hintC Pop-up window with text. Pauses the game. hintSilent Makes the hint message, but without the ping noise. hintCadet Shows hints only in cadet mode. parsetext For a lot of things from debug and dialogs. Where to place: Inside Conditions and OnAct fields of Triggers and Waypoints. Also in .sqs and .sqf files To know when a certain script has fired and can then look out for the supposed effect in mission making. i have used parsetext successfully Thanks twirly and lucilk Another one: hintCadet Thanks W0lle I use the basic hint quite a lot Thanks Koni hintSilent Thanks Tankbuster Share this post Link to post Share on other sites
iceman77 18 Posted October 9, 2011 (edited) How do I make a hint that's only visible to one person? For example, I have an objective where a fire team has to retrieve some documents from an object (desk) via addaction. Whenever a person uses the addaction I want the game to notify only the person that triggered the addaction script, via hint "Searching contents..." below is the simple script that gets ran once the addaction is used desk1 removeaction documents; hint"Searching contents..."; sleep 7; hint"You have retrieved the documents" deletemarker "obj3"; "3" objStatus "done"; tskobj_3 settaskstate "succeeded"; obj_3 = true; publicvariable "obj_3"; obviously those hints goes out to everyone Or is there a way to broadcast the hint notifying everyone who is searching the desk? like, hint"playername is searching the desk for the documents" Edited October 9, 2011 by Iceman77 Share this post Link to post Share on other sites