In-game Text Messages

NextkillerNextkiller 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,

Comments

  • dignomedignome Join Date: 2003-08-04 Member: 18853Members, Constellation, Reinforced - Shadow
    Easy, the post you read was wrong. game_text will work regardless of cl_autohelp cvar being on or off.
  • NextkillerNextkiller Join Date: 2003-12-28 Member: 24820Members, Constellation
    edited April 2004
    oh ok
    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?
  • NextkillerNextkiller Join Date: 2003-12-28 Member: 24820Members, Constellation
    please help meh
    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-->
  • ShenTraXShenTraX Join Date: 2003-11-10 Member: 22434Members, Constellation
    <!--QuoteBegin-Nextkiller+Apr 23 2004, 05:23 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Nextkiller @ Apr 23 2004, 05:23 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> please help meh
    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
  • NextkillerNextkiller Join Date: 2003-12-28 Member: 24820Members, Constellation
    thanx for the help,
    it works now,
  • AvitarAvitar Join Date: 2003-09-11 Member: 20760Members
    edited May 2004
    I think I missed that (i didnt quite understand)... I wanted to have game text at the beggining of the round. Unfortuantely my HL will not display the text when i start the map.

    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...
  • NextkillerNextkiller Join Date: 2003-12-28 Member: 24820Members, Constellation
    try these settings:

    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-->
  • AvitarAvitar Join Date: 2003-09-11 Member: 20760Members
    edited May 2004
    That is what i tried when i used the relay for the intermediary... it got screwed up from the "balancedtarget : txt1" key (target for tuourny mode) i guess...

    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.
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