Game Modding | Call of Duty: Black Ops 3 | Scripting
ModmeBot:
Thread By: maxman5050
is there a way to make it so that text dosent appear for certain debris but it does for others on the same map?
ModmeBot:
Reply By: mathfag
This probably will work. I have not tested it.
Script:
Add
thread disable_text();
and add this to the bottom of the script.
function disable_text()
{
level waittill("initial_blackscreen_passed"); //so this doesnt run before the trigs are set up. just incase
trigs = GetEntArray("remove_text","script_string");
foreach(trig in trigs)
{
trig SetHintString(""); //text
trig SetCursorHint("HINT_NOICON"); //icon
}
}
Radiant:
Add this KVP to all triggers that you don't want to have a hintstring:
KVP- script_string
value- remove_text
hint:
targetname is a KVP
zombie_door is the value
ModmeBot:
Reply By: Harry Bo21
mathfag
This probably will work. I have not tested it. Script: Add thread disable_text(); anywhere in function main and add this to the bottom of the script. function disable_text() { level waittill("initial_blackscreen_passed"); //so this doesnt run before the trigs are set up. just incase trigs = GetEntArray("remove_text","script_string"); foreach(trig in trigs) { trig SetHintString(""); //text trig SetCursorHint("HINT_NOICON"); //icon } } Radiant: Add this KVP to all triggers that you don't want to have a hintstring: KVP- script_string value- remove_text hint: targetname is a KVP zombie_door is the value
void SetHintStringForPlayer(,,[...])
[MANDATORY] The player that will see the hint string
[MANDATORY] The hint string that will be displayed to the player
[OPTIONAL] [...] Additional arguments may be appended to the hint string in the same way as SetHintString.
CATEGORY:
CLIENT/SERVER: Server
SUMMARY: Sets the trigger hint string for one specific player
void <trigger> TriggerEnable(<flag>)
[MANDATORY] <flag> True if trigger should be enabled, false otherwise
CATEGORY:
CLIENT/SERVER: Server
SUMMARY: Enables or disables the trigger
EXAMPLE: trig TriggerEnable( true )</flag></flag></trigger>