VeNoMzTeamHysterical
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How can you a Text on A paper/sign
Hey everyone im just wondering how to add text on a paper like the castle map in game.. but if you crosshair is going on it i want to see a text i know that you have to put a sign area on it but do you have to script in the lang file for it i think so but i dont know how...i checked youtube but cant find anny tutorial annyone can help me?
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01-02-2013, 01:47 PM |
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VeNoMzTeamHysterical
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RE: How can you a Text on A paper/sign
(01-02-2013, 01:53 PM)Robosprog Wrote: Use an examine area, and yes, it will need a lang bit.
You know what kind it is??
just like
<Entry Name="Note_"annything"_Text">random text</Entry>
or is it something else?
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01-02-2013, 02:00 PM |
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FlawlessHappiness
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RE: How can you a Text on A paper/sign
(01-02-2013, 01:53 PM)Robosprog Wrote: Use an examine area, and yes, it will need a lang bit.
What is the definition of an examine area? How is it different from sign?
Trying is the first step to success.
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01-02-2013, 02:02 PM |
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VeNoMzTeamHysterical
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RE: How can you a Text on A paper/sign
(01-02-2013, 02:05 PM)Robosprog Wrote: (01-02-2013, 02:02 PM)beecake Wrote: (01-02-2013, 01:53 PM)Robosprog Wrote: Use an examine area, and yes, it will need a lang bit.
What is the definition of an examine area? How is it different from sign? Examine areas you click on, however, if you want to replicate a sign you can simply set up an area around the sign, set up a script so that when the player looks at it, it displays a message from a category in the .lang file.
(01-02-2013, 02:00 PM)VeNoMzTeamHysterical Wrote: (01-02-2013, 01:53 PM)Robosprog Wrote: Use an examine area, and yes, it will need a lang bit.
You know what kind it is??
just like
<Entry Name="Note_"annything"_Text">random text</Entry>
or is it something else?
I think it'd be better, after rereading, for you to use a lookat script, I'll post an example from my map:
void OnStart()
{
SetEntityPlayerLookAtCallback("barrel1", "booze", false);
}
void booze(string &in asEntity, int alState)
{
SetMessage ("Messages", "baah", 2.00);
}
The barrel 1, is the barrel, booze is the function name, and "Messages" is the category which "baah" is in, and it is displayed for 2.00 seconds.
Thanks alot you just got +rep't
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01-02-2013, 02:24 PM |
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NaxEla
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RE: How can you a Text on A paper/sign
(01-02-2013, 02:05 PM)Robosprog Wrote: (01-02-2013, 02:02 PM)beecake Wrote: (01-02-2013, 01:53 PM)Robosprog Wrote: Use an examine area, and yes, it will need a lang bit.
What is the definition of an examine area? How is it different from sign? Examine areas you click on, however, if you want to replicate a sign you can simply set up an area around the sign, set up a script so that when the player looks at it, it displays a message from a category in the .lang file.
(01-02-2013, 02:00 PM)VeNoMzTeamHysterical Wrote: (01-02-2013, 01:53 PM)Robosprog Wrote: Use an examine area, and yes, it will need a lang bit.
You know what kind it is??
just like
<Entry Name="Note_"annything"_Text">random text</Entry>
or is it something else?
I think it'd be better, after rereading, for you to use a lookat script, I'll post an example from my map:
void OnStart()
{
SetEntityPlayerLookAtCallback("barrel1", "booze", false);
}
void booze(string &in asEntity, int alState)
{
SetMessage ("Messages", "baah", 2.00);
}
The barrel 1, is the barrel, booze is the function name, and "Messages" is the category which "baah" is in, and it is displayed for 2.00 seconds.
That works, but the message will only be displayed for a set amount of time. It's much better to put a sign area around the sign/paper, then the message will be there as long as the player looks at the sign area.
In the level editor, you can specify the Category and Entry name (or is it just the Entry name you specify? I can't check because I'm not at my computer) for the sign area, then add that category and entry in your lang.
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01-02-2013, 05:38 PM |
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