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		| No Author   Posting Freak
 
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			| RE: Memory Capsules' Text 
 
				 (02-05-2013, 01:01 PM)BeeKayK Wrote:  A thread? You mean on the forum or? 
Yeah, a thread. The one like this.  
How do I make the [SOLVED] thingy ?
			 
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	| 02-05-2013, 01:08 PM |  |  
	
		| FlawlessHappiness   Posting Freak
 
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			| RE: Memory Capsules' Text 
 
				You go to the first post, click "Edit", where you can also click reply, quote and report.
 Then you can edit the title.
 
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	| 02-05-2013, 01:14 PM |  |  
	
		| PutraenusAlivius   Posting Freak
 
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			| RE: Memory Capsules' Text 
 
				 (02-05-2013, 01:14 PM)BeeKayK Wrote:  You go to the first post, click "Edit", where you can also click reply, quote and report.
 Then you can edit the title.
 In order to make the addQuest thing work, i have to script it to a script area, right?
			 
 "Veni, vidi, vici.""I came, I saw, I conquered."
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	| 02-05-2013, 02:25 PM |  |  
	
		| No Author   Posting Freak
 
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			| RE: Memory Capsules' Text 
 
				 (02-05-2013, 02:25 PM)JustAnotherPlayer Wrote:   (02-05-2013, 01:14 PM)BeeKayK Wrote:  You go to the first post, click "Edit", where you can also click reply, quote and report.In order to make the addQuest thing work, i have to script it to a script area, right?
 Then you can edit the title.
 
Yes. But you can always put it when you're interacting a door. Or picked up items or stuff. Doesn't have to be script area where the player goes. But people use the script area. It's much easier.
			 
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	| 02-05-2013, 02:29 PM |  |  
	
		| FlawlessHappiness   Posting Freak
 
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			| RE: Memory Capsules' Text 
 
				It can be put in any callback. Even OnStart.
			 
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	| 02-05-2013, 04:13 PM |  |  
	
		| PutraenusAlivius   Posting Freak
 
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			| RE: Memory Capsules' Text 
 
				 (02-05-2013, 11:50 AM)BeeKayK Wrote:  There is an interaction-tab inside any entity. If you write something in it, a callback with the same name as what you wrote will be called when you click the object.If there is no interaction-tab then cover it in a script area.
 Let's say you wrote "InteractNote"
 
 void InteractNote(string &in asEntity)
 {
 SetMessage("MessageCategory", "MessageEntry", 0);
 }
 
 The messages are stored in your .lang file
 When i click on it, the message appear in the bottom. But, the goal is to have the text, with a white background. Kinda like when you clicked on a Memory Capsule(the Capsule with a blue orb-thingy.)
			 
 "Veni, vidi, vici.""I came, I saw, I conquered."
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	| 02-07-2013, 08:54 AM |  |  
	
		| NaxEla   Senior Member
 
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			| RE: Memory Capsules' Text 
 
				Use the function: asTextCatvoid StartEffectEmotionFlash(string& asTextCat, string& asTextEntry, string& asSound); 
- the category in the .lang file
asTextEntry - the text entry in the .lang file
asSound - the sound to play while fading
			
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	| 02-07-2013, 09:01 AM |  |  
	
		| PutraenusAlivius   Posting Freak
 
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			| RE: Memory Capsules' Text 
 
				 (02-07-2013, 09:01 AM)NaxEla Wrote:  Use the function:
 void StartEffectEmotionFlash(string& asTextCat, string& asTextEntry, string& asSound); 
asTextCat - the category in the .lang file
 asTextEntry - the text entry in the .lang file
 asSound - the sound to play while fading
 Thanks. 
is
asTextCat, asTextEntry, asSound 
What category, entry, and .snt did they use?
			 
 "Veni, vidi, vici.""I came, I saw, I conquered."
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	| 02-07-2013, 10:54 AM |  |  
	
		| FlawlessHappiness   Posting Freak
 
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			| RE: Memory Capsules' Text 
 
				Indeed   
 Trying is the first step to success. |  |  
	| 02-07-2013, 11:44 AM |  |  
	
		| PutraenusAlivius   Posting Freak
 
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			| RE: Memory Capsules' Text 
 
				 (02-07-2013, 11:44 AM)BeeKayK Wrote:  Indeed  Wat? I ask what Category, entry and .snt's they use. And you say indeed. Da hell? 
P.S How do i make everytime i enter a map, a music plays, and it also loops?
			 
 "Veni, vidi, vici.""I came, I saw, I conquered."
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	| 02-07-2013, 12:11 PM |  |  |