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junglejei
UT Name: JUNGLEJEI Gender: Joined: Jul 22, 2013 Age: 35 Posts: 10 Location: Bologna Reputation: 3.4 Status: Offline
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Posted: Thu Aug 08, 2013 3:14 am Post subject: [noob question] middlescreen messages |
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hello guys! i was wondering how to insert a trigger that shows a certain message in the middle of the screen. Something like "good work, now find the portal".
I used to edit the showMessage trigger's property but with bad results.. the message shows up in the top left corner of the screen and it's very small..
any advice?
P.S. sorry the noob question, and my bad english.
P.P.S. thanks for the answers! |
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Data_Destroyer
Gender: Joined: Jun 19, 2011 Posts: 586
Reputation: 65.5 votes: 2 Status: Offline
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Posted: Thu Aug 08, 2013 4:51 am Post subject: Re: [noob question] middlescreen messages |
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Both Blue (Special Event) and Green (Monster Event) center messages can be found on Triggers section on Actor List and set as well, dont forget to link them to a Trigger to make it to work. Messages set by Normal Triggers only appear on system console.
Off-topic: Not a noob question, i didnt know this some time ago either, just saw them on some maps and learned it, nobody knows everything  8)
EDIT: Forgot about "bBroadcast=True" should be enabled, otherwise the message will show on console and not on center as desired when you set it on Special Event (Blue Message) |
Last edited by Data_Destroyer on Sat Aug 10, 2013 3:59 pm; edited 2 times in total |
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junglejei
UT Name: JUNGLEJEI Gender: Joined: Jul 22, 2013 Age: 35 Posts: 10 Location: Bologna Reputation: 3.4 Status: Offline
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Posted: Thu Aug 08, 2013 2:42 pm Post subject: Re: [noob question] middlescreen messages |
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Wow, thank you so much Data |
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Sponsor
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Terraniux
UT Name: Terraniux UT Since: 1999 Joined: Jul 25, 2010 Posts: 1159
Reputation: 401.6 votes: 14 Status: Offline
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Posted: Thu Aug 08, 2013 5:23 pm Post subject: Re: [noob question] middlescreen messages |
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Here is some additional information including a screenshot.
The input fields I marked red, are very important otherwise they may not work as you wish.
Set the collision higher in radius, otherwise people could miss the trigger.
Set the trigger's event to the name you have given the actual message actor.
Always check if it is actually active, set inactive if you want to have the trigger to on later.
And lastly you can set a clock on the events to let go on a loop.
There are more settings, to adjust but the above summoned options are the most important to check. |
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Zipps
UT Name: -=]UM[=-Zipps UT Since: 2003 Gender: Joined: Jul 22, 2010 Age: 49 Posts: 47 Location: Sweden Reputation: 156.6 Status: Offline
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Posted: Thu Aug 08, 2013 6:35 pm Post subject: Re: [noob question] middlescreen messages |
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I always wonder if there is a setting to set how long time the message be displayed ? |
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Terraniux
UT Name: Terraniux UT Since: 1999 Joined: Jul 25, 2010 Posts: 1159
Reputation: 401.6 votes: 14 Status: Offline
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Posted: Thu Aug 08, 2013 7:16 pm Post subject: Re: [noob question] middlescreen messages |
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Zipps wrote (View Post): | I always wonder if there is a setting to set how long time the message be displayed ? |
Yes there is, let me find it for you. In one of my maps I have such settings enabled. Â
I'll edit this post with the answer.
Edit: Sorry I have mistaken it with something else, but can be used in the same way.
A normal Monsterhunt message fades out in 5 to 10 seconds, and spree messages ( with the blue letters / characters ) 1 to 5 seconds. The trick is to let the message reappear before it fades out, by using for example dispatchers. See my attachment.
But I do believe there is special made actor for it, that is commonly used on different servers that shows the messages as long the author thinks it needs to be, for the player to read it properly. Maybe someone else knows it's exact name. |
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Data_Destroyer
Gender: Joined: Jun 19, 2011 Posts: 586
Reputation: 65.5 votes: 2 Status: Offline
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Posted: Fri Aug 09, 2013 7:03 am Post subject: Re: [noob question] middlescreen messages |
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Terraniux wrote (View Post): | Zipps wrote (View Post): | I always wonder if there is a setting to set how long time the message be displayed ? |
Yes there is, let me find it for you. In one of my maps I have such settings enabled. Â
I'll edit this post with the answer.
Edit: Sorry I have mistaken it with something else, but can be used in the same way.
A normal Monsterhunt message fades out in 5 to 10 seconds, and spree messages ( with the blue letters / characters ) 1 to 5 seconds. Â The trick is to let the message reappear before it fades out, by using for example dispatchers. See my attachment.
But I do believe there is special made actor for it, that is commonly used on different servers that shows the messages as long the author thinks it needs to be, for the player to read it properly. Maybe someone else knows it's exact name. |
Dispatcher and Dispatcher Plus are still a challenge for me i admit   I was wondering about the timer of blue message too because it disappears faster than the green one |
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Cyberia-Mix
dU.Mapper
UT Name: Demona UT Since: 2000 Joined: Dec 12, 2010 Posts: 588 Location: irc://irc.epiknet.org/2LO Reputation: 337.5 votes: 10 Status: Offline
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Posted: Fri Aug 09, 2013 3:52 pm Post subject: Re: [noob question] middlescreen messages |
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Zipps wrote (View Post): | I always wonder if there is a setting to set how long time the message be displayed ? |
There isn't. But it can be done with a custom message class.
In MH mutators, bonus countdown messages will often overlap with map messages (mutators are at fault).
In these conditions it's not really useful to make map messages last longer than the regular MH messages (the green ones) do. |
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