AddActionHint
Adds a line of the script’s own to your key hints in the corner, or changes it.
The game lists the keys that do something right now at the bottom right (“Inventory I”, “Get up W”); this adds a line
to them, drawn the game’s way, and keeps it there through the game’s own changes of the list until the script removes it. The
same as the game mode’s AddPlayerActionHint, without the pid: key is the
game’s name for the key ("e", "mouse1"; "" with opts.binding), text the line (64 characters at most, or "@" and a
key of the game’s texts), and opts takes order (a higher one sits lower, nearer the screen’s edge), hold (true the hold mark, a number of milliseconds fills
its ring while the key is held), modifier (a second key), binding (a key binding of the mode’s: its key on this game is
shown) and disabled (drawn faint). The script’s lines are apart from the mode’s - the same id may be in both - and go with the
script set. At most 16.
Syntax
Section titled “Syntax”AddActionHint(id, key, text [, opts])| Parameter | Type | |
|---|---|---|
id |
string | the line’s id - 1 to 32 of a-z 0-9 _ . : - |
key |
string | the key drawn ("e"); "" with opts.binding |
text |
string | the line |
opts |
table | {order, hold, modifier, binding, disabled} (optional) |
Returns
Section titled “Returns”true, or false, reason - the reasons of the server’s function
Example
Section titled “Example”AddActionHint("map.open", "m", "Open the guild map", {order = 5})AddActionHint("map.mark", "mouse1", "Place a mark", {modifier = "lshift"})See also
Section titled “See also”RemoveActionHint · ClearActionHints · the The game’s HUD group of the index
