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Disable Random Hints - Printable Version

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+---- 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