(04-03-2015, 03:48 PM)Daemian Wrote: (04-03-2015, 08:29 AM)FlawlessHappiness Wrote: But is that possible to detect by scripting?
I'm pretty sure the darkness hint just triggers when you walk into darkness, and not on a script callback.
(04-03-2015, 01:11 PM)(拉赫兰) Romulator Wrote: Some are script based, others are triggered by events (eg. Dragging the mouse to move the lever).
Edit: Also! Didn't think about the lang file/lang entries. I'll definitely give them a look as well.
I forgot about those. Ok, no matter, we'll just control those. We set those hints disabled and put down some entity interaction callbacks on certain objects around the first level to trigger the hint+voice. The first entity that triggers the hint, will disable the others.
That should work for the rotate/move entity hint.
As for the darkness hint we can add an area at a convenient location around a dark area in the first levels.
Any other idea is welcomed, but that should do it.
One thing. Wouldn't it break immersion if the hint-speaker is a female?
I'm not denying that spoken hints are a good idea, but it being a female seems out of place.
Trying is the first step to success.