Disable Random 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: Disable Random Hints (/thread-11742.html) |
Disable Random Hints - Lagoz - 12-07-2011 Hello, i'm in need of help again. As title says, i want to know if there is a way to disable random hints, ie. touching chairs etc. Possible? /Lagoz RE: Disable Random Hints - Your Computer - 12-07-2011 http://www.frictionalgames.com/forum/thread-9442-post-84467.html#pid84467 RE: Disable Random Hints - Lagoz - 12-07-2011 Can't make it work, no errors either, the hints are still there. ------------------------------------------- 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"); } void OnEnter() { AddUseItemCallback("", "KTD_1", "Door_1", "KTD_1", true); AddUseItemCallback("", "KTD_2", "Door_2", "KTD_2", true); AddUseItemCallback("", "KTD_3", "Door_3", "KTD_3", true); AddEntityCollideCallback("Player", "Scary_Area_1", "Scary_1", true, 1); AddEntityCollideCallback("Player", "Spawn_Key", "SpawnKey", true, 1); AddEntityCollideCallback("Player", "Scary_Wood", "Scary", true, 1); AddEntityCollideCallback("Player", "Scary_Wood_1", "Scary1", true, 1); AddEntityCollideCallback("Player", "Scary_Wood_2", "Scary2", true, 1); AddEntityCollideCallback("Player", "Scary_Wood_3", "Scary3", true, 1); AddEntityCollideCallback("Player", "Scary_Wood_4", "Scary4", true, 1); AddEntityCollideCallback("Player", "Add_Monster", "MonsterFunction", true, 1); AddEntityCollideCallback("Player", "Char_Disable", "MonsterFunction2", true, 1); AddEntityCollideCallback("Player", "Message1", "M1", true, 1); SetPlayerLampOil(0.0f); } void KTD_1(string &in asItem, string &in asEntity) { SetSwingDoorLocked("Door_1", false, true); PlaySoundAtEntity("", "unlock_door", "Door_1", 0, false); RemoveItem("KTD_1"); } void KTD_3(string &in asItem, string &in asEntity) { SetSwingDoorLocked("Door_3", false, true); PlaySoundAtEntity("", "unlock_door", "Door_3", 0, false); RemoveItem("KTD_3"); } void KTD_2(string &in asItem, string &in asEntity) { SetSwingDoorLocked("door_2", false, true); PlaySoundAtEntity("", "unlock_door", "Door_2", 0, false); RemoveItem("KTD_2"); } void Scary_1(string &in asParent, string &in asChild, int alState) { SetEntityActive("sledge_1", true); AddPropImpulse("sledge_1", -30, 0, 0, "world"); PlaySoundAtEntity("sledge_1", "24_iron_maiden.snt", "Player", 0, false); AddTimer("", 0.5, "Remove"); } void Remove(string &in asTimer) { SetEntityActive("sledge_1", false); } void SpawnKey(string &in asParent, string &in asChild, int alState) { SetEntityActive("KTD_2", true); } void Scary(string &in asParent, string &in asChild, int alState) { PlaySoundAtEntity("sound_2", "scare_wood_creak_walk.snt", "Player", 0, false); } void Scary1(string &in asParent, string &in asChild, int alState) { PlaySoundAtEntity("sound_2", "scare_wood_creak_walk.snt", "Player", 0, false); } void Scary2(string &in asParent, string &in asChild, int alState) { PlaySoundAtEntity("sound_2", "scare_wood_creak_walk.snt", "Player", 0, false); } void Scary3(string &in asParent, string &in asChild, int alState) { PlaySoundAtEntity("sound_2", "scare_wood_creak_walk.snt", "Player", 0, false); } void Scary4(string &in asParent, string &in asChild, int alState) { PlaySoundAtEntity("sound_2", "scare_wood_creak_walk.snt", "Player", 0, false); } void MonsterFunction(string &in asParent, string &in asChild, int alState) { SetEntityActive("mstr1", true); AddEnemyPatrolNode("mstr1", "PathNodeArea_1", 0, ""); AddEnemyPatrolNode("mstr1", "PathNodeArea_2", 0, ""); AddEnemyPatrolNode("mstr1", "PathNodeArea_3", 0, ""); AddEnemyPatrolNode("mstr1", "PathNodeArea_4", 0, ""); AddEnemyPatrolNode("mstr1", "PathNodeArea_5", 0, ""); AddEnemyPatrolNode("mstr1", "PathNodeArea_6", 0, ""); AddEnemyPatrolNode("mstr1", "PathNodeArea_7", 0, ""); AddEnemyPatrolNode("mstr1", "PathNodeArea_8", 0, ""); AddEnemyPatrolNode("mstr1", "PathNodeArea_9", 0, ""); AddEnemyPatrolNode("mstr1", "PathNodeArea_10", 0, ""); AddEnemyPatrolNode("mstr1", "PathNodeArea_11", 0, ""); AddEnemyPatrolNode("mstr1", "PathNodeArea_12", 0, ""); AddEnemyPatrolNode("mstr1", "PathNodeArea_13", 0, ""); AddEnemyPatrolNode("mstr1", "PathNodeArea_14", 0, ""); AddEnemyPatrolNode("mstr1", "PathNodeArea_15", 0, ""); AddEnemyPatrolNode("mstr1", "PathNodeArea_16", 0, ""); AddEnemyPatrolNode("mstr1", "PathNodeArea_17", 0, ""); AddEnemyPatrolNode("mstr1", "PathNodeArea_18", 0, ""); AddEnemyPatrolNode("mstr1", "PathNodeArea_19", 0, ""); AddEnemyPatrolNode("mstr1", "PathNodeArea_20", 0, ""); AddEnemyPatrolNode("mstr1", "PathNodeArea_21", 0, ""); AddEnemyPatrolNode("mstr1", "PathNodeArea_22", 0, ""); AddEnemyPatrolNode("mstr1", "PathNodeArea_23", 0, ""); AddEnemyPatrolNode("mstr1", "PathNodeArea_24", 0, ""); AddEnemyPatrolNode("mstr1", "PathNodeArea_25", 0, ""); AddEnemyPatrolNode("mstr1", "PathNodeArea_26", 0, ""); AddEnemyPatrolNode("mstr1", "PathNodeArea_27", 0, ""); AddEnemyPatrolNode("mstr1", "PathNodeArea_28", 0, ""); AddEnemyPatrolNode("mstr1", "PathNodeArea_29", 0, ""); AddEnemyPatrolNode("mstr1", "PathNodeArea_30", 0, ""); AddEnemyPatrolNode("mstr1", "PathNodeArea_31", 0, ""); AddEnemyPatrolNode("mstr1", "PathNodeArea_32", 0, ""); AddEnemyPatrolNode("mstr1", "PathNodeArea_33", 0, ""); AddEnemyPatrolNode("mstr1", "PathNodeArea_34", 0, ""); AddEnemyPatrolNode("mstr2", "PathNodeArea_35", 0, ""); AddEnemyPatrolNode("mstr2", "PathNodeArea_36", 0, ""); } void MonsterFunction2(string &in asParent, string &in asChild, int alState) { SetPlayerActive(false); SetEntityActive("mstr2", true); SetEntityActive("mstr1", false); AddTimer("", 5, "Remove1"); } void Remove1(string &in asTimer) { SetPlayerActive(true); } void M1(string &in asParent, string &in asChild, int alState) { SetMessage("Messages", "Message1", 5); AddTimer("", 60, "Hint_1"); } void Hint_1(string &in asTimer) { GiveHint("", "Hints", "Hint1", 5); } -------------------------------------------- If someone could tell me what i did wrong id be greatful :3 |