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sendCue

145

Description The Send Cue node is the execution point for the automated hint system. It triggers the delivery of the most relevant "Cue" (hint) currently available in the system's queue. The system automatically prioritizes hints based on several factors: * Score-based Ranking: Hints are dynamically sorted by their base score, accounting for time bonuses or penalties for repeated requests. * Level Tracking: Each cue tracks its own progression level (e.g., Level 1: cryptic hint, Level 2: direct instruction), which is passed to the game's output events. * Autosend Tag: This node specifically filters for cues marked with the "autosend" attribute.

When the sendCue input is triggered, the system identifies the highest-scoring available hint and fires it. This allows developers to create "Smart Hints" where the game engine, rather than a human Room Master, decides which piece of information is most helpful to the players at that specific moment.

Use Cases * Interactive Hint Props: Players interact with a "Magic Eye" or a "Spellbook" that triggers this node to provide the next logical step in their journey. * Automated Progressive Hints: Combine with a timer to automatically trigger increasingly specific hints if players are stuck in one area for too long. * Multimodal Feedback: Use the onSent action to trigger a OnCue event elsewhere, which can then play specific audio, show video, or even feed hint data into an LLM (Large Language Model) to generate a context-aware response for the players.

Connectors in

  • sendCue [type: action]: The trigger that tells the system to find and dispatch the best available autosend cue.

Connectors out

  • sent [type: bool]: High/True if a cue was successfully found and dispatched; False if no eligible cues were available.
  • onSent [type: action]: Fired immediately after a cue is successfully sent.
  • onFail [type: action]: Fired if the trigger occurs but no valid cues (marked for autosend) are available in the current game state.

Connectors in

  • sendCue [type: action]

Connectors out

  • sent [type: bool]
  • onSent [type: action]
  • onFail [type: action]