Smoerble 11 Posted September 13, 2014 Hello everyone, i would like to hear, how you guys give messages during a mission to players: radio messages (which means a lto of work for all the audio files) or hints or any other method? Especially when completing or changing missions while it's running? Thanks Smo Share this post Link to post Share on other sites
IT07 10 Posted September 13, 2014 Best would be to use hint or hintSilent and then put some coloured and sized text in there to make it more fancy and more appealing to the eye. Some people would totally not see the hints if left on default styling and text sizes. Share this post Link to post Share on other sites
Smoerble 11 Posted September 13, 2014 Ok, thanks. Woudl you recommend to make the hint disappearing after [x] seconds or shall users hide it with a key? Share this post Link to post Share on other sites
dreadedentity 278 Posted September 14, 2014 hintSilent is by far the best way to display messages to players. I've noticed the sound generated with hint actually makes quite a difference in performance if you put it in a loop. Players may miss a dialog in heavy combat though, or even see it but not process it until the battle is over (but they forgot what it said). Though, they can press 'H' in-game (default key) to show the last hint again. You might be interested in hintC. Please don't use hintC during combat though, because I'm pretty sure the game keeps going, while your players are frozen. Share this post Link to post Share on other sites
rakowozz 14 Posted September 14, 2014 In my opinion, one of the classier means is BIS_fnc_advHint. It's definitely worth reading and implementing: https://community.bistudio.com/wiki/Arma_3_Advanced_Hints_%28Field_Manual%29 Of course it depends on what you're exhibiting. Share this post Link to post Share on other sites
iceman77 19 Posted September 14, 2014 Totally depends on what you're doing. That said, keep in mind that only one hint can be displayed at a time for the user. Hints get "overwritten" by one another. If you've a message that has the possibility of being displayed at any given time, and if it's important, don't use a hint as there's the possibility of the message being prematurely overwritten. For debugging, it's a no brainer to use global or side chat rather than hints. I use hints sparingly at any rate. My2C Share this post Link to post Share on other sites
killzone_kid 1333 Posted September 14, 2014 With ctrlCreate you can make your own "hints" on the fly Share this post Link to post Share on other sites
Smoerble 11 Posted September 21, 2014 Thanks for your input. But I was thinking more about a situation like this: let's say, players have a task and complete it successfully. Then they get the message on top of the screen, that the task is completed and they can continue with the next task. but let's say, i want to give them additional info during a mission or information that is important for their next task. i know, that I can do this in the briefing (diary), but my question is, how you guys do this in your missions or what is the best practize to give advanced info to players? Share this post Link to post Share on other sites
-lordsoth- 15 Posted September 21, 2014 use the "hint" command in On Activation field of your completed task - this text will show up in the middle of the screen for players to see. You should be able to change font and colour as mentioned in a previous post. So if you set up your tasks properly to complete then you can have the on activation hint pop up. Share this post Link to post Share on other sites
jshock 513 Posted September 21, 2014 How you guys do this in your missions or what is the best practize to give advanced info to players? I personally came from a couple of realism units and got used to writing 1000+ word briefings, that covered most of what was needed for the mission including ROEs, how to handle POWs, etc. Made my job easier in making the mission because I didn't need a tasking system or hints all the time, but it just took a while to make the briefing itself. But that's a lot of work (I know), but that's what I do for advanced information. Share this post Link to post Share on other sites
cuel 25 Posted September 22, 2014 Thanks for your input. But I was thinking more about a situation like this:let's say, players have a task and complete it successfully. Then they get the message on top of the screen, that the task is completed and they can continue with the next task. but let's say, i want to give them additional info during a mission or information that is important for their next task. i know, that I can do this in the briefing (diary), but my question is, how you guys do this in your missions or what is the best practize to give advanced info to players? I have two sound files with random gibberish that sounds like a radio transmission. Before the actual info there will be a sideChat message from HQ/some guy saying "message in ten", and one of the sound files previously mentioned will be played on all SQLs (by default, can enter custom guys as well). After that, the actual message is sent, pretty short with some description and the other sound played. It's also given a number and added to the briefing Share this post Link to post Share on other sites
Smoerble 11 Posted September 22, 2014 Sounds pretty clever. Can you add new sounds without using a mod? Share this post Link to post Share on other sites
cuel 25 Posted September 22, 2014 Yes, missions can define their own sounds using cfgSounds in the description.ext https://community.bistudio.com/wiki/Description.ext#cfgSounds Share this post Link to post Share on other sites