in games, i want to make like flashing texts. many ppl do this, and i no how to in briefing. but wen i do it in the game with triggers, the previous text still stays a wile, and messes up. i hope ppl can understand what i am trying to say.

You need to make eleven lines of text in order to "Clear" the display.
Missions briefings basically do this clearing for you when you set it again.
Another thing is to make sure there are no other triggers with waits in them running during the time of the flashing display.
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i tried to post a tutorial about this but 'legacyweapon' deleted it as all of the other tutorials that i tried to post what you do is as in brief you do the text then you wait the time you want and after waiting display a blank message i usually make 15 blank lines and then with no waiting display the other text and then wait and ...repeat ..duh
CONDITIONS:
whatever you want
ACTIONS:
display text message(
¨with more blank lines¨)
-display text message (C_)
-wait(400)
*repeat*
Isin't something around 11 lines to remove the whole message? 15 is too much.
QUOTE(KaboomHahahein @ Mar 15 2005, 05:26 PM)
Isin't something around 11 lines to remove the whole message? 15 is too much.
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i know 15 is too much but i'd rather be safe then unsecure

11 is all you need but really adding more wouldn't change anything.
nope it does nothing to me
Could you please post your triggers, or even better . . . post the map? It is difficult to help you beyond this point without seeing the triggers that you are using. There could be many things wrong, but I'm placing my bets on either interfering wait actions, or player number problems. Anyway, it would be great to see those triggers so we can help you.
QUOTE(chuos @ Mar 15 2005, 04:20 PM)
11 is all you need but really adding more wouldn't change anything.
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It adds and extra charatcher (think that all) to the string, approaching the character limit.
An "enter key space" usually takes up 2 bytes (Character Return + Linefeed) when used in normal text files. Unless the CHK uses a special low value character to convert into a CrLf during the game (saving a mere 1 byte), this takes up 2 bytes, not one. Nonetheless, if you have flashing text with 20 color flashes each with 15 CrLfs then that is ((15 - 11) * 2 / 2) * 20 bytes extra (same as adding 80 extra letters).
And yes, 11 + a line of text is all that is required to "clear the screen", so don't go waisting valuable string space!
QUOTE(DT_Battlekruser @ Mar 15 2005, 08:11 PM)
It adds and extra charatcher (think that all) to the string, approaching the character limit.
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Oh yes, I can just see everyone hitting the character limit like that.

It takes a LOT of text to reach the character limit. To my knowledge, no one has ever actually done it. Starcraft's stat_txt string table is only about 40kb, 2/3rds of the character limit.
I have, w00t w00t.
I had this insane tutorial thingy and reached SE "string limit" with way fewer than 1028 strings (actually I have to check and see if it isn't 1028 uncompressed)
Well, post or send me the map and I'd be glad to check for you - my curiosity has been piqued.
I can do it when i have the time.
ok thanx guys thats wat i wanted to know
The map has 386 strings in it, but after I opened it with SF it didnt give me errors in SE (didn't try before with SE)
Odd; I could have sworn...
Adding more characters to a string makes it stay on screen longer. Useful when you want people to see a small sentence for more than starcraft would let them.