hint: Difference between revisions

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{{Command|= Comments
{{RV|type=command
____________________________________________________________________________________________


| ofp |= Game name
|game1= ofp
|version1= 1.00


|1.00|= Game version
|game2= ofpe
|eff= local |= Effects in MP
|version2= 1.00
____________________________________________________________________________________________


| 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.
|game3= arma1
|version3= 1.00


The effect of this command is [[local]], i.e. the hint will only show on the computer command was executed.
|game4= arma2
|version4= 1.00


|DESCRIPTION=
|game5= arma2oa
____________________________________________________________________________________________
|version5= 1.50


| '''hint''' text |SYNTAX=
|game6= tkoh
|version6= 1.00


|p1= text: [[String]] or [[Structured Text]] - the message to write on the screen may consist of any characters. \n indicates a line break. |PARAMETER1=
|game7= arma3
|version7= 0.50


| [[Nothing]] |RETURNVALUE=
|eff= local
____________________________________________________________________________________________
 
|x1= <pre>hint "Press W to move forward. \nPress S to move backwards."</pre>


outputs the following message:
|gr1= Interaction


<pre>Press W to move forward.
|gr2= Structured Text
Press S to move backwards.</pre>


Known Problems: Avoid hint messages that exceed the screen, as this may lead to crashes. |EXAMPLE1=
|gr3= Strings
____________________________________________________________________________________________


| [[hintC]], [[hintCadet]], [[hintSilent]], [[diag_log]] |SEEALSO=
|descr= Outputs a hint message to the right of the screen (left of the screen in {{ofp}}) with a sound (except in {{arma1}}).
To split message in multiple lines either use [[Structured Text]] or {{hl|\n}} (in lower case).


}}
{{Feature|arma1|{{arma1}} hints are silent. For later titles, see [[hintSilent]].}}
 
|pr= {{GVI|ofp|1.00}} {{GVI|arma1|1.00}} {{GVI|arma2|1.00}} Hint messages that exceed the screen may lead to crashes.<br>
{{GVI|arma3|1.00}} The game would not crash but suffer FPS drop / temporary freezing.
 
|s1= [[hint]] message
 
|p1= message: [[String]] or [[Structured Text]] - the message to display.
 
|r1= [[Nothing]]
 
|x1= <sqf>
// outputs the following:
// Press W to move forward.
// Press S to move backwards.
hint "Press W to move forward.\nPress S to move backwards."
</sqf>
 
|x2= <sqf>hint format ["Hello, %1!", name player];</sqf>


<h3 style="display:none">Notes</h3>
|x3= <sqf>
<dl class="command_description">
hint str count allPlayers;
<!-- Note Section BEGIN -->
sleep 10;
<dt class="note">'''[[User:ArmAtec|ArmAtec]]'''<dd class="note">
hintSilent ""; // hides the previous hint display
Hint can be used with formatting like this:
</sqf>
<code>[[hint]] [[format]] ["Hello %1",[[player]] ]</code>
<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.
<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 -->
</dl>


<h3 style="display:none">Bottom Section</h3>
|x4= <sqf>hint parseText "<t size='2.0'>Large text</t>"; // displays text twice as large as the default one</sqf>
[[Category:Scripting Commands|HINT]]
[[Category:Scripting Commands OFP 1.99|{{uc:{{PAGENAME}}}}]]
[[Category:Scripting Commands OFP 1.96|HINT]]
[[Category:Scripting Commands OFP 1.46|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}}}}]]


<!-- CONTINUE Notes -->
|seealso= [[hintC]] [[hintCadet]] [[hintSilent]] [[diag_log]]
<dl class="command_description">
}}
<dd class="notedate">Posted on October 20, 2014 - 19:27 (UTC)</dd>
 
<dt class="note">[[User:DreadedEntity|DreadedEntity]]</dt>
{{Note
<dd class="note">
|user= 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;"<br>
|timestamp= 20141020192700
<code>for "_i" from 0 to 50 do
|text= 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 <sqf inline>hint str _i;</sqf>:
<sqf>
for "_i" from 0 to 50 do
{
{
    hint _o;
hint _i;
};</code>
};
'''tested in A3 1.32.127785'''<br><br>In a script, an "undefined variable" error will be shown as expected.
</sqf>
</dd>
'''tested in A3 1.32.127785'''<br>
</dl>
<br>
<!-- DISCONTINUE Notes -->
In a script, an "undefined variable" error will be shown as expected.
}}


<!-- CONTINUE Notes -->
{{Note
<dl class="command_description">
|user= DreadedEntity
<dd class="notedate">Posted on October 21, 2014 - 23:07 (UTC)</dd>
|timestamp= 20141021230700
<dt class="note">[[User:DreadedEntity|DreadedEntity]]</dt>
|text= Contrary to previous games, Arma 3 will happily display hints that far exceed screen space.<br>
<dd class="note">
However, as hints get longer, FPS suffers tremendously.<br>
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 with the following:'''
'''(tested in Debug Console, A3 1.32.127785, using:'''<br>
<sqf>
<code>hint str (([[nearestObjects]] [player, ["BUILDING"], 100]) - [player]); [] spawn { sleep 5; systemChat str diag_fps;};
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>
sleep 10;
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.
hint str ((nearestObjects [player, ["BUILDING"], 1000]) - [player]); [] spawn { sleep 5; systemChat str diag_fps; };
<br><br>
</sqf>
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>
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>
<code>hint "a";[] spawn{_counter = 0;while {true} do{sleep 1;_counter = _counter + 1;systemChat str _counter;};};</code>
<br>
</dd>
Unrelated: Hints will stay on screen for 30 seconds, then fade away over the course of 5 seconds. '''Tested with: A3 1.32.127785'''
</dl>
}}
<!-- DISCONTINUE Notes -->


<!-- CONTINUE Notes -->
{{Note
<dl class="command_description">
|user= DreadedEntity
<dd class="notedate">Posted on February 17, 2015 - 23:14 (UTC)</dd>
|timestamp= 20150217231400
<dt class="note">[[User:DreadedEntity|DreadedEntity]]</dt>
|text= An open dialog will pause the 30-second hint fade timer.
<dd class="note">
An open dialog will pause the 30-second hint fade timer.
'''(A3 1.38.128937)'''
'''(A3 1.38.128937)'''
</dd>
}}
</dl>
<!-- DISCONTINUE Notes -->


<!-- CONTINUE Notes -->
{{Note
<dl class="command_description">
|user= Feint
<dd class="notedate">Posted on March 25, 2017 - 20:47 (UTC)</dd>
|timestamp= 20170325204700
<dt class="note">[[User:Feint|Feint]]</dt>
|text= The [[hint]] sound is audible only when you have the music volume turned up above 0 in the audio settings.
<dd class="note">
Otherwise, it seems to act the same as [[hintSilent]].<br>
 
<br>
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>
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>
<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.
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 15:33, 25 April 2023

Hover & click on the images for description

Description

Description:
Outputs a hint message to the right of the screen (left of the screen in Operation Flashpoint) with a sound (except in Armed Assault). To split message in multiple lines either use Structured Text or \n (in lower case).
Armed Assault
Armed Assault hints are silent. For later titles, see hintSilent.
Problems:
Logo A0.png1.00 Logo A1 black.png1.00 Logo A2.png1.00 Hint messages that exceed the screen may lead to crashes.
Arma 3 logo black.png1.00 The game would not crash but suffer FPS drop / temporary freezing.
Groups:
InteractionStructured TextStrings

Syntax

Syntax:
hint message
Parameters:
message: String or Structured Text - the message to display.
Return Value:
Nothing

Examples

Example 1:
// outputs the following: // Press W to move forward. // Press S to move backwards. hint "Press W to move forward.\nPress S to move backwards."
Example 2:
hint format ["Hello, %1!", name player];
Example 3:
hint str count allPlayers; sleep 10; hintSilent ""; // hides the previous hint display
Example 4:
hint parseText "<t size='2.0'>Large text</t>"; // displays text twice as large as the default one

Additional Information

See also:
hintC hintCadet hintSilent diag_log

Notes

Report bugs on the Feedback Tracker and/or discuss them on the Arma Discord or on the Forums.
Only post proven facts here! Add Note
DreadedEntity - c
Posted on Oct 20, 2014 - 19:27 (UTC)
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 _i;:
for "_i" from 0 to 50 do { hint _i; };
tested in A3 1.32.127785

In a script, an "undefined variable" error will be shown as expected.
DreadedEntity - c
Posted on Oct 21, 2014 - 23:07 (UTC)
Contrary to previous games, 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 with the following:
hint str ((nearestObjects [player, ["BUILDING"], 100]) - [player]); [] spawn { sleep 5; systemChat str diag_fps; }; sleep 10; 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
DreadedEntity - c
Posted on Feb 17, 2015 - 23:14 (UTC)
An open dialog will pause the 30-second hint fade timer. (A3 1.38.128937)
Feint - c
Posted on Mar 25, 2017 - 20:47 (UTC)
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.