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.
Put a whole bunch of enters before the text then do:
Wait1000
DisplaySameText
etc...
WARNING: This removes text on Battle.net.
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... |
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.
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.
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.
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..
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.
Well how does it determine the unit speech then?
The portrait stays up for the duration of the wait block. You'd know that if you had thoroughly read my previous post.
To my knowledge, your message, as Nozomu, depending on the number of characters is set to about, >100 milliseconds per Character.
At a guess...
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.
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.
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!
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.