Staredit Network

Staredit Network -> UMS Assistance -> Can you dicide how long text stays up?
Report, edit, etc...Posted by xtremebob on 2004-10-17 at 21:41:42
Topic, is there say to make lets say, put up a 5 word text and keeping it up for a minute? This is just an example just want to know if it is possible.
Report, edit, etc...Posted by RexyRex on 2004-10-17 at 21:43:30
Put a whole bunch of enters before the text then do:

Wait1000
DisplaySameText
etc...

WARNING: This removes text on Battle.net.
Report, edit, etc...Posted by DT_Battlekruser on 2004-10-17 at 22:14:39
To make a little more clear... SInce Rexy seems incabale of providing actual help....

Trigger
Conditions:
¤ Whatever
Actions:
¤ show text
¤ wait 2000
¤ show 11 lines blank
¤ show text
¤ wait 2000
¤ show 11 lines blank
¤ show text
¤ wait 2000
¤ etc...
Report, edit, etc...Posted by Nozomu on 2004-10-17 at 22:24:52
Actually, the length of time text remains on the screen is determined by the number of characters in the string that's being displayed. If you want a short message to be displayed for a long time, put tons of spaces after it, as many as you can. I prefer this method to DT BK's way because in my approach the players can type to each other and communicate if they want.
Report, edit, etc...Posted by RexyRex on 2004-10-17 at 22:37:43
But you don't have FULL customizabiltiy of it. And now I'm going to have to use the [trigger] thing becuase DT_BK Can't read.
Report, edit, etc...Posted by SaLaCiouS(U) on 2004-10-17 at 22:49:39
I think if you use Transmission instead of Display message you have full control over the time it stays up. I've never tested this but I assumed that's how it worked, mostly because of the Campaigns and the layout of the action.
Report, edit, etc...Posted by RexyRex on 2004-10-17 at 22:56:01
But then you have to deal with unit speech, so to get rid of it you have to set time to 0, which means you have no control again..
Report, edit, etc...Posted by Nozomu on 2004-10-17 at 23:06:29
Actually, the Transmission action doesn't work like that, Salacious. The duration of a Transmission only keeps the unit portrait in the portrait box and acts like a Wait block (as Bolt likes to say). Really all the Transmission action is is just a compilation of triggers. You could get the same effect with several triggers, but Blizzard decided to make things convenient for us and combined them into one. The length of time text stays on your screen, barring factors such as conversations between players, is solely determined by the character-length of the string being displayed.
Report, edit, etc...Posted by RexyRex on 2004-10-17 at 23:13:29
Well how does it determine the unit speech then?
Report, edit, etc...Posted by Nozomu on 2004-10-18 at 00:46:27
The portrait stays up for the duration of the wait block. You'd know that if you had thoroughly read my previous post.
Report, edit, etc...Posted by .Coko[CK] on 2004-10-18 at 11:34:49
To my knowledge, your message, as Nozomu, depending on the number of characters is set to about, >100 milliseconds per Character.

At a guess...
Report, edit, etc...Posted by KiLLeR2001 on 2004-10-18 at 19:51:14
Here's a way to keep text up forever as long as the player is near a unit to talk to... Of course if you wanna add a sound to it you'll have to add some sort of death count or switch so that it only beeps once per time you talk to the person.

Trigger
Players:
¤ Whatever
Conditions:
¤ Always
Actions:
¤ Center location 'p1 location' on hero unit at 'anywhere'
¤ Preserve Trigger


----------

Trigger
Players:
¤ Whatever
Conditions:
¤ Computer Player brings at least 1 specific unit to 'p1 location'
¤ Current player suffers deaths of 0 unit
Actions:
¤ Set deaths for current player to 1 for unit
¤ Play Wav "Transmission.wav"
¤ Preserve Trigger


----------

Trigger
Players:
¤ Whatever
Conditions:
¤ Computer Player brings at least 1 specific unit to 'p1 location'
¤ Current player suffers deaths of 1 unit
Actions:
¤ Display Text "Blah blah blah"
¤ Preserve Trigger


----------

Trigger
Players:
¤ Whatever
Conditions:
¤ Computer player brings 0 men to 'p1 location'
¤ Current player suffers 1 death of unit
Actions:
¤ Set deaths of unit to 0
¤ Display Text " "
¤ Preserve Trigger


Now for the text messages make sure you space them out so it appears as if they are not constantly being scrolled. Example...

1
2
3
4
5
6 Blah Blah Blah
7
8
9
10

And for the blank text I'd go down to about 20 lines to clear it off the screen immedately.

Note: Hyper triggers work best with this method, of course.
Report, edit, etc...Posted by Paella on 2004-10-19 at 08:49:13
I KNOW that it has to do with the number of characters and lines in the shown string. But xtremebob, you shouldn't throw a lot of text into the players faces, use waits and make the text pieces more managable.
Report, edit, etc...Posted by TSoldier_Wol[f] on 2004-10-19 at 08:53:40
I usually guess what the time should be, after that, I test the game and see how long it takes to do that use. I use my watch to time the mileseconds. In the past before I had the watch, I had to keep guessing. Now since I use that watch, It saves me some time and lets me finish my maps faster too!
Report, edit, etc...Posted by PCFredZ on 2004-10-19 at 14:55:27
Transmission controls how long the Talking Portrait stays up, not the Text. I'm certain. Kinda.

-.-

Some honest feedback: if you want something to stay up for a full minute, I HIGHLY doubt anyone'd bother to read for an entire minute.
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