In-game Text Messages
Nextkiller
Join Date: 2003-12-28 Member: 24820Members, Constellation
hi all,
had a "quick" question that i needed some clarity on:
i read in the forums that game_text won't work onless cl_autohelp is on,
though on siege007 texts messages will display on my screen even though i have cl_autohelp turned off,
could someone explain to meh how this was done?
thanx,
had a "quick" question that i needed some clarity on:
i read in the forums that game_text won't work onless cl_autohelp is on,
though on siege007 texts messages will display on my screen even though i have cl_autohelp turned off,
could someone explain to meh how this was done?
thanx,
Comments
thanks for teh help,
*edit*
err...
just found out there's some problem with the game_text,
when my multimanager get's to the point of activating it,
my hl crashes :S
does anyone know why?
as my map depends on this one thread <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html//emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif' /><!--endemo-->
as my map depends on this one thread <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html//emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif' /><!--endemo--> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
try multi_manager -> trigger_relay -> game_text
it works now,
There were suppose to be three waves of text to be displayed...
Here is an exable set of objects regauding this (smartedit = off):
<span style='color:red'><b>trigger_random</b></span>
<u>maxfiretime</u> : <i>1</i>
<u>minfiretime</u> : <i> 1.1</i>
<u>wait</u> : <i>-1</i>
<u>balancedtarget</u> : <i>txt1</i>
<u>txt1</u> : <i>value</i>
<span style='color:red'><b>game_text</b></span>
<u>x</u> : <i>-1</i>
<u>y</u> : <i> -1</i>
<u>color</u> : <i> 1.1</i>
<u>color2</u> : <i> 1.1</i>
<u>holdtime</u> : <i>3</i>
<u>fadein</u> : <i>1</i>
<u>fxtime</u> : <i>.25</i>
<u>channel</u> : <i> 1</i>
<u>targetname</u> : <i>txt1</i>
<u>message</u> : <i>Look for hidden passages \n by shooting walls</i>
<u>master</u> :
<u>effect</u> : <i>0</i>
In addition to this it tells me that i have unused key values when i "check for problems" in the map.
I tried using an intermediary "trigger_relay" but it still crashed.
any suggestions would be appreciative...
trigger_random:
Attributes:
Name: <i>leave empty</i>
shortest fire time: 1
longest fire time: 1
delay before reset: leave at 3
target for tournament play: <i>leave empty</i>
<u>Select smart edit:</u>
rtxt1: value
Flags:
start on
trigger_relay:
Attributes:
Name: rtxt1
Target: txt1
Delay before trigger: 0
KillTarget: <i>leave empty</i>
Trigger state: Off
game_text:
Attributes:
Name: txt1
Target: <i>leave empty</i>
Message text: Look for hidden passages \n by shooting walls
X: -1
Y: -1
Text Effect: Fade In/Out
Color1: 255 255 255
Color2: 255 255 255
Fade in time: 1.5
Fade out: 0.5
Hold time: 1.2
Scantime: 0.25
Text channel: channel1
Master: <i>leave empty</i>
Flags:
All players
about the unused keys, this is because the "rtxt1" won't normally exist in a trigger_random,
hope this works <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif' /><!--endemo-->
arg.. that was all that was wrong!
Thanks
BTW: Does it seem retarded for anyone else that you cant reference the target via the random trigger directly? Since you can do that with just about everything else it seems like this is a needless extra entity we need in our maps for no reason at all for this case.