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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 |
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FlawlessHappiness
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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.
Trying is the first step to success.
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02-05-2013, 01:14 PM |
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PutraenusAlivius
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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 |
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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.
Then you can edit the title. In order to make the addQuest thing work, i have to script it to a script area, right?
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 |
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FlawlessHappiness
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RE: Memory Capsules' Text
It can be put in any callback. Even OnStart.
Trying is the first step to success.
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02-05-2013, 04:13 PM |
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PutraenusAlivius
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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 |
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NaxEla
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RE: Memory Capsules' Text
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
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02-07-2013, 09:01 AM |
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PutraenusAlivius
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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 |
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FlawlessHappiness
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RE: Memory Capsules' Text
Indeed
Trying is the first step to success.
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02-07-2013, 11:44 AM |
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PutraenusAlivius
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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 |
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