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Keep text on screen help

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Created 10 years ago
by hiimachicken
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hi m8
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this is probably simple, and i know i could just loop the text, but it has a fade on by default, so does anyone know how to get the text at the top center of the screen to stay there until the button frag is pressed

if anyone can help it is appreciated
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It would be great to see a picture of what you are talking about. But I assume you are using iPrintLnBold Text which by default/always will do that. If it is something else a picture would be great to help. Also another thing is to do making sure you must be using some sort of HUD Text with x,y,etc all defined. iPrintLn/iPrintLnBold Text by default will fade over time and then delete. Using HUD Text will allow you to delete, fade, and do a whole bunch of other things. If you need help with HUD Text and how that all works. I can give you a nice little code which makes it slightly easier to work with.
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It would be great to see a picture of what you are talking about. But I assume you are using iPrintLnBold Text which by default/always will do that. If it is something else a picture would be great to help. Also another thing is to do making sure you must be using some sort of HUD Text with x,y,etc all defined. iPrintLn/iPrintLnBold Text by default will fade over time and then delete. Using HUD Text will allow you to delete, fade, and do a whole bunch of other things. If you need help with HUD Text and how that all works. I can give you a nice little code which makes it slightly easier to work with.


ill try explain, im creating a system, witch i cant say now but will be in the map that i release, and as soon as you start your controls get frozen and there is text on screen saying press frag etc, but that text goes away i was using:
Code Snippet
Plaintext
notifyData = spawnStruct();
notifyData.titleText = "Press [{+frag}] to daaaaa daaaa daaa";
notifyData.notifyText = "";
self maps\_hud_message::notifyMessage( notifyData );

but that doesnt stay there , and how would i make it so when i press frag the text goes away
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ill try explain, im creating a system, witch i cant say now but will be in the map that i release, and as soon as you start your controls get frozen and there is text on screen saying press frag etc, but that text goes away i was using:
Code Snippet
Plaintext
notifyData = spawnStruct();
notifyData.titleText = "Press [{+frag}] to daaaaa daaaa daaa";
notifyData.notifyText = "";
self maps\_hud_message::notifyMessage( notifyData );

but that doesnt stay there , and how would i make it so when i press frag the text goes away
Notify Text deletes after a certain period of time. Use a different HUD Text. Certain ones allow more editing. ex. fading, deleting when you choose, etc. If this doesn't make sense or you need help just reply back and I can write up a script to do this.
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Notify Text deletes after a certain period of time. Use a different HUD Text. Certain ones allow more editing. ex. fading, deleting when you choose, etc. If this doesn't make sense or you need help just reply back and I can write up a script to do this.
yeah i know what you mean but i dont know how to do it lol, could you do it for me like write a script with it in it?
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yeah i know what you mean but i dont know how to do it lol, could you do it for me like write a script with it in it?
Try this
Code Snippet
Plaintext
TextSpawn()
{
self.Menu["Text"] = self createText( "default", 1.4, "CENTER", "TOP", 0, -150, 1, 1, "TEXT" );
while( 1 )
{
if( self FragButtonPressed() )
break;
wait .01;
}
self.Menu["Text"] Destroy();
}

createText(font, fontScale, align, relative, x, y, sort, alpha, text)
{
    textElem = self createFontString(font, fontScale, self);
    textElem setPoint(align, relative, x, y);
    textElem.sort = sort;
    textElem.alpha = alpha;
    textElem setText(text);
    return textElem;
}
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Try this
Code Snippet
Plaintext
TextSpawn()
{
self.Menu["Text"] = self createText( "default", 1.4, "CENTER", "TOP", 0, -150, 1, 1, "TEXT" );
while( 1 )
{
if( self FragButtonPressed() )
break;
wait .01;
}
self.Menu["Text"] Destroy();
}

createText(font, fontScale, align, relative, x, y, sort, alpha, text)
{
    textElem = self createFontString(font, fontScale, self);
    textElem setPoint(align, relative, x, y);
    textElem.sort = sort;
    textElem.alpha = alpha;
    textElem setText(text);
    return textElem;
}

Ill give it a shot when i get back to the computer thanks :D
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Ill give it a shot when i get back to the computer thanks :D
You will need to include
Code Snippet
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#include maps\_hud_util;
otherwise you will get a syntax error.
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hi m8
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Nope it didnt work no compile issues just doesnt show anything on screen:(
Marked as best answer by hiimachicken 10 years ago
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Nope it didnt work no compile issues just doesnt show anything on screen:(
You need to thread on all players.
Code Snippet
Plaintext
for( I = 0; I < GetPlayers().size; I++ ) GetPlayers()[I] thread TextSpawn();
Last Edit: September 04, 2014, 11:41:25 am by PROxFTW

 
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