Help - Search - Members - Calendar
Full Version: In-game Text Messages
Unknown Worlds Forums > Natural Selection > Natural Selection Creation > Mapping Forum > Mapping Help and Troubleshooting
Nextkiller
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,
dignome
Easy, the post you read was wrong. game_text will work regardless of cl_autohelp cvar being on or off.
Nextkiller
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?
Nextkiller
please help meh
as my map depends on this one thread sad.gif
ShenTraX
QUOTE (Nextkiller @ Apr 23 2004, 05:23 AM)
please help meh
as my map depends on this one thread sad.gif

try multi_manager -> trigger_relay -> game_text
Nextkiller
thanx for the help,
it works now,
Avitar
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):

trigger_random
maxfiretime : 1
minfiretime : 1.1
wait : -1
balancedtarget : txt1
txt1 : value

game_text
x : -1
y : -1
color : 1.1
color2 : 1.1
holdtime : 3
fadein : 1
fxtime : .25
channel : 1
targetname : txt1
message : Look for hidden passages \n by shooting walls
master :
effect : 0

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...
Nextkiller
try these settings:

trigger_random:
Attributes:
Name: leave empty
shortest fire time: 1
longest fire time: 1
delay before reset: leave at 3
target for tournament play: leave empty
Select smart edit:
rtxt1: value
Flags:
start on

trigger_relay:
Attributes:
Name: rtxt1
Target: txt1
Delay before trigger: 0
KillTarget: leave empty
Trigger state: Off

game_text:
Attributes:
Name: txt1
Target: leave empty
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: leave empty
Flags:
All players

about the unused keys, this is because the "rtxt1" won't normally exist in a trigger_random,

hope this works wink.gif
Avitar
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.
This is a "lo-fi" version of our main content. To view the full version with more information, formatting and images, please click here.
Invision Power Board © 2001-2009 Invision Power Services, Inc.