Difference between revisions of "hint"

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|1.00|= Game version
 
|1.00|= Game version
 
 
|eff= local |= Effects in MP
 
|eff= local |= Effects in MP
 
____________________________________________________________________________________________
 
____________________________________________________________________________________________
  
| Outputs a hint message on the left upper corner of the screen together with a ding sound (in OFP, no sound is played in ArmA).
+
| Outputs a multi-line hint message in the left upper corner of the screen (in the right upper corner in Arma). This version of hint is supposed to play a sound when hint is shown, but this varies between games and versions. Use [[hintSilent]] for soundless hint. To split message in multiple line either use [[Structured Text]] or <tt>"\n"</tt> character in lower case.
  
The text may contain several lines. |= Description
+
The effect of this command is [[local]], i.e. the hint will only show on the computer command was executed.
 +
 
 +
|DESCRIPTION=
 
____________________________________________________________________________________________
 
____________________________________________________________________________________________
  
| '''hint''' [[String]]|= Syntax
+
| '''hint''' text |SYNTAX=
  
|p1=  [[String]] - the message to write on the screen may consist of any characters. \n indicates a line break. |= Parameter 1
+
|p1=  text: [[String]] or [[Structured Text]] - the message to write on the screen may consist of any characters. \n indicates a line break. |PARAMETER1=
  
| [[Nothing]] |= Return value
+
| [[Nothing]] |RETURNVALUE=
 
____________________________________________________________________________________________
 
____________________________________________________________________________________________
 
   
 
   
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Press S to move backwards.</pre>
 
Press S to move backwards.</pre>
  
Known Problems: Avoid hint messages that exceed the screen, as this may lead to crashes. |= Example 1
+
Known Problems: Avoid hint messages that exceed the screen, as this may lead to crashes. |EXAMPLE1=
 
____________________________________________________________________________________________
 
____________________________________________________________________________________________
  
| [[hintC]], [[hintCadet]], [[hintC array]], [[hintC structuredText]], [[hintC text]] |= See also
+
| [[hintC]], [[hintCadet]], [[hintSilent]], [[diag_log]] |SEEALSO=
  
 
}}
 
}}
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<dl class="command_description">
 
<dl class="command_description">
 
<!-- Note Section BEGIN -->
 
<!-- Note Section BEGIN -->
<dt class="note">'''[[User:ArmAtec|ArmAtec]]'''</dt><dd class="note">
+
<dt class="note">'''[[User:ArmAtec|ArmAtec]]'''<dd class="note">
 
Hint can be used with formatting like this:
 
Hint can be used with formatting like this:
<pre>hint format["Hello %1",player]</pre></dd>
+
<code>[[hint]] [[format]] ["Hello %1",[[player]] ]</code>
<dt class="note">'''[[User:pyro05x|pyro05x]]'''</dt>
+
<dt class="note">'''[[User:pyro05x|pyro05x]]'''
 
<dd class="note">To remove the hint box from the screen, pass a null string (<tt>""</tt>) to the command.
 
<dd class="note">To remove the hint box from the screen, pass a null string (<tt>""</tt>) to the command.
<pre>hint ""</pre></dd>
+
<code>[[hint]] ""</code>
 +
<dt class="note">'''[[User:Worldeater|Worldeater]]'''
 +
<dd class="note">''hint'' happily accepts [[Structured_Text|structured text]]:
 +
<code>_starL  = "<img image='\ca\ui\data\debr_star.paa' align='left'/>";
 +
_starL  = _starL + _starL + _starL;
 +
_starR  = "<img image='\ca\ui\data\debr_star.paa' align='right'/>";
 +
_starR  = _starR + _starR + _starR;
 +
_title  = "<t color='#ff0000' size='1.2' shadow='1' shadowColor='#000000' align='center'>TITLE</t><br/><br/>";
 +
_text  = "Bla bla bla bla bla...";
 +
[[hint]] [[parseText]] (_starL + _starR + _title + _text);
 +
</code>
 +
(Tested with 1.14, 1.15 beta and 1.16 beta)
 
<!-- Note Section END -->
 
<!-- Note Section END -->
 
</dl>
 
</dl>
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<h3 style="display:none">Bottom Section</h3>
 
<h3 style="display:none">Bottom Section</h3>
 
[[Category:Scripting Commands|HINT]]
 
[[Category:Scripting Commands|HINT]]
 +
[[Category:Scripting Commands OFP 1.99|{{uc:{{PAGENAME}}}}]]
 
[[Category:Scripting Commands OFP 1.96|HINT]]
 
[[Category:Scripting Commands OFP 1.96|HINT]]
 
[[Category:Scripting Commands OFP 1.46|HINT]]
 
[[Category:Scripting Commands OFP 1.46|HINT]]
 
[[Category:Scripting Commands ArmA|HINT]]
 
[[Category:Scripting Commands ArmA|HINT]]
 +
[[Category:Scripting Commands ArmA2|{{uc:{{PAGENAME}}}}]]
 +
[[Category:Scripting Commands Arma 3|{{uc:{{PAGENAME}}}}]]
 +
[[Category:Scripting_Commands_Take_On_Helicopters|{{uc:{{PAGENAME}}}}]]
 
[[Category:Command_Group:_Interaction|{{uc:{{PAGENAME}}}}]]
 
[[Category:Command_Group:_Interaction|{{uc:{{PAGENAME}}}}]]
 +
 +
<!-- CONTINUE Notes -->
 +
<dl class="command_description">
 +
<dd class="notedate">Posted on October 20, 2014 - 19:27 (UTC)</dd>
 +
<dt class="note">[[User:DreadedEntity|DreadedEntity]]</dt>
 +
<dd class="note">
 +
Be careful when using hints to visualize the effects of commands using the Debug Console. Hint can accept an undefined variable and neither the error nor the hint is shown, the command simply fails. Also notice how the hint command should be "hint str _o;"<br>
 +
<code>for "_i" from 0 to 50 do
 +
{
 +
    hint _o;
 +
};</code>
 +
'''tested in A3 1.32.127785'''<br><br>In a script, an "undefined variable" error will be shown as expected.
 +
</dd>
 +
</dl>
 +
<!-- DISCONTINUE Notes -->
 +
 +
<!-- CONTINUE Notes -->
 +
<dl class="command_description">
 +
<dd class="notedate">Posted on October 21, 2014 - 23:07 (UTC)</dd>
 +
<dt class="note">[[User:DreadedEntity|DreadedEntity]]</dt>
 +
<dd class="note">
 +
Contrary to what's written under "Examples", Arma 3 will happily display hints that far exceed screen space.<br>However, as hints get longer, FPS suffers tremendously.<br>
 +
'''(tested in Debug Console, A3 1.32.127785, using:'''<br>
 +
<code>hint str (([[nearestObjects]] [player, ["BUILDING"], 100]) - [player]); [] spawn { sleep 5; systemChat str diag_fps;};
 +
hint str (([[nearestObjects]] [player, ["BUILDING"], 1000]) - [player]); [] spawn { sleep 5; systemChat str diag_fps;};</code>
 +
Results were: '''59.7015''' and '''5.17297''', respectively. Drawing a hint even longer than this, such as [[nearestObjects]] with a radius of 10,000 or 100,000 reduces your FPS so much Arma 3 '''appears''' to crash, though it doesn't.
 +
<br><br>
 +
Unrelated: Hints will stay on screen for 30 seconds, then fade away over the course of 5 seconds. Tested with: '''(A3 1.32.127785)'''<br>
 +
<code>hint "a";[] spawn{_counter = 0;while {true} do{sleep 1;_counter = _counter + 1;systemChat str _counter;};};</code>
 +
</dd>
 +
</dl>
 +
<!-- DISCONTINUE Notes -->
 +
 +
<!-- CONTINUE Notes -->
 +
<dl class="command_description">
 +
<dd class="notedate">Posted on February 17, 2015 - 23:14 (UTC)</dd>
 +
<dt class="note">[[User:DreadedEntity|DreadedEntity]]</dt>
 +
<dd class="note">
 +
An open dialog will pause the 30-second hint fade timer.
 +
'''(A3 1.38.128937)'''
 +
</dd>
 +
</dl>
 +
<!-- DISCONTINUE Notes -->
 +
 +
<!-- CONTINUE Notes -->
 +
<dl class="command_description">
 +
<dd class="notedate">Posted on March 25, 2017 - 20:47 (UTC)</dd>
 +
<dt class="note">[[User:Feint|Feint]]</dt>
 +
<dd class="note">
 +
 +
The [[hint]] sound is audible only when you have the music volume turned up above 0 in the audio settings.  Otherwise, it seems to act the same as [[hintSilent]].<br><br>
 +
This is important because if you are running a [[hint]] that fires at 30 fps or more, the [[hint]] will slow down machines that have the music volume turned up but won't slow down machines that have the music volume turned off.<br>
 +
<br>
 +
Best practice is to use [[hint]] for an alert to the player and use [[hintSilent]] for a makeshift display of data to the player that is updated fairly often.
 +
 +
 +
</dd>
 +
</dl>
 +
<!-- DISCONTINUE Notes -->

Latest revision as of 15:41, 7 April 2019

Introduced with Operation Flashpoint version 1.00
  Effects of this scripting command are not broadcasted over the network and remain local to the client the command is executed on

Click on the images for descriptions

Introduced in

Game:
Operation Flashpoint
Version:
1.00

Description

Description:
Outputs a multi-line hint message in the left upper corner of the screen (in the right upper corner in Arma). This version of hint is supposed to play a sound when hint is shown, but this varies between games and versions. Use hintSilent for soundless hint. To split message in multiple line either use Structured Text or "\n" character in lower case. The effect of this command is local, i.e. the hint will only show on the computer command was executed.

Syntax

Syntax:
hint text
Parameters:
text: String or Structured Text - the message to write on the screen may consist of any characters. \n indicates a line break.
Return Value:
Nothing

Examples

Example 1:
hint "Press W to move forward. \nPress S to move backwards."

outputs the following message:

Press W to move forward.
Press S to move backwards.
Known Problems: Avoid hint messages that exceed the screen, as this may lead to crashes.

Additional Information

Multiplayer:
-
See also:
hintChintCadethintSilentdiag_log

Notes

Only post proven facts here. Report bugs on the feedback tracker. Use the talk page or the forums for discussions.
Add New Note | How To

Notes

ArmAtec
Hint can be used with formatting like this: hint format ["Hello %1",player ]
pyro05x
To remove the hint box from the screen, pass a null string ("") to the command. hint ""
Worldeater
hint happily accepts structured text: _starL = "<img image='\ca\ui\data\debr_star.paa' align='left'/>"; _starL = _starL + _starL + _starL; _starR = "<img image='\ca\ui\data\debr_star.paa' align='right'/>"; _starR = _starR + _starR + _starR; _title = "<t color='#ff0000' size='1.2' shadow='1' shadowColor='#000000' align='center'>TITLE</t>

"; _text = "Bla bla bla bla bla..."; hint parseText (_starL + _starR + _title + _text);
(Tested with 1.14, 1.15 beta and 1.16 beta)

Bottom Section

Posted on October 20, 2014 - 19:27 (UTC)
DreadedEntity
Be careful when using hints to visualize the effects of commands using the Debug Console. Hint can accept an undefined variable and neither the error nor the hint is shown, the command simply fails. Also notice how the hint command should be "hint str _o;"
for "_i" from 0 to 50 do { hint _o; }; tested in A3 1.32.127785

In a script, an "undefined variable" error will be shown as expected.
Posted on October 21, 2014 - 23:07 (UTC)
DreadedEntity
Contrary to what's written under "Examples", Arma 3 will happily display hints that far exceed screen space.
However, as hints get longer, FPS suffers tremendously.
(tested in Debug Console, A3 1.32.127785, using:
hint str ((nearestObjects [player, ["BUILDING"], 100]) - [player]); [] spawn { sleep 5; systemChat str diag_fps;}; hint str ((nearestObjects [player, ["BUILDING"], 1000]) - [player]); [] spawn { sleep 5; systemChat str diag_fps;}; Results were: 59.7015 and 5.17297, respectively. Drawing a hint even longer than this, such as nearestObjects with a radius of 10,000 or 100,000 reduces your FPS so much Arma 3 appears to crash, though it doesn't.

Unrelated: Hints will stay on screen for 30 seconds, then fade away over the course of 5 seconds. Tested with: (A3 1.32.127785)
hint "a";[] spawn{_counter = 0;while {true} do{sleep 1;_counter = _counter + 1;systemChat str _counter;};};
Posted on February 17, 2015 - 23:14 (UTC)
DreadedEntity
An open dialog will pause the 30-second hint fade timer. (A3 1.38.128937)
Posted on March 25, 2017 - 20:47 (UTC)
Feint
The hint sound is audible only when you have the music volume turned up above 0 in the audio settings. Otherwise, it seems to act the same as hintSilent.

This is important because if you are running a hint that fires at 30 fps or more, the hint will slow down machines that have the music volume turned up but won't slow down machines that have the music volume turned off.

Best practice is to use hint for an alert to the player and use hintSilent for a makeshift display of data to the player that is updated fairly often.