Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: displaying large text
displaying large text
Nov 7 2008, 5:24 am
By: okeee  

Nov 7 2008, 5:24 am okeee Post #1



There is a huge amount of text that I want to display while playing the game. It should be set like the "mission objectives" in the menu, but in "mission objectives" there is limited text possible. So is there any way to extend the mission objectives text or some other way to display the text? I rather not have the text in the game itself.



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Nov 7 2008, 5:29 am FatalException Post #2



Well, there's no way to display larger than normal text, but if you're ok with using the mission briefing menu, you can just trigger it to change when you need it to.



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Nov 7 2008, 5:32 am okeee Post #3



no I didn't mean the size but the amount of text..
i tried the mission briefings, but there is only very limited text possible.



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Nov 7 2008, 5:53 am FatalException Post #4



Use transmission instead, then. You can alter how long the message shows for.



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Nov 7 2008, 6:01 am Fwop_ Post #5



You could do a text recall. Every time the player does some sort of option (like stepping on a beacon) in the game, display the current mission objectives for them.



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Nov 7 2008, 6:03 am okeee Post #6



Are there any non-ingame options?



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Nov 7 2008, 6:04 am okeee Post #7



similar to "mission briefings"



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Nov 7 2008, 8:17 am Fwop_ Post #8



If you mean in something like the menu, then no. The closest thing you will get to this would be using a display text.



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Nov 7 2008, 10:52 am NudeRaider Post #9

We can't explain the universe, just describe it; and we don't know whether our theories are true, we just know they're not wrong. >Harald Lesch

Guys... it's easy, just create a dummy text in the mission briefing and then go to strings in scmdraft and edit it directly.




Nov 7 2008, 12:38 pm Ultraviolet Post #10



Quote from NudeRaider
Guys... it's easy, just create a dummy text in the mission briefing and then go to strings in scmdraft and edit it directly.

But that text won't all show up in the box, which is what he wants.




Nov 7 2008, 2:21 pm NudeRaider Post #11

We can't explain the universe, just describe it; and we don't know whether our theories are true, we just know they're not wrong. >Harald Lesch

Quote from name:NerdyTerdy
Quote from NudeRaider
Guys... it's easy, just create a dummy text in the mission briefing and then go to strings in scmdraft and edit it directly.

But that text won't all show up in the box, which is what he wants.
Wait - what are we talking about? The briefing, just before the game starts right? And there's 2 boxes. One displaying the mission objectives - just a few lines and another with a larger font which is supposed to display the conversations - which is scrolling.

So obviously you can't extend the mission objectives box as it doesn't scroll but you can put your large text into the scroll box by using the display text action in the briefing editor.
The problem is ScmDraft lets you only edit like 20 lines but you can extend that by editing the string in Scenario - Strings.

Alternatively, if you really want to have it in the mission objectives box, you could trigger your own scrolltext.
Like that:
Set Mission Objectives "<Line 1> <Line 2> <Line 3> <Line 4> <Line 5> <Line 6> <Line 7> <Line 8>"
wait(2000)
Set Mission Objectives "<Line 2> <Line 3> <Line 4> <Line 5> <Line 6> <Line 7> <Line 8> <Line 9>"
wait(2000)
Set Mission Objectives "<Line 3> <Line 4> <Line 5> <Line 6> <Line 7> <Line 8> <Line 9> <Line 10>"
...etc.

Post has been edited 3 time(s), last time on Nov 7 2008, 2:30 pm by NudeRaider.




Nov 8 2008, 3:13 am Falkoner Post #12



Quote
Alternatively, if you really want to have it in the mission objectives box, you could trigger your own scrolltext.
Like that:
Set Mission Objectives "<Line 1> <Line 2> <Line 3> <Line 4> <Line 5> <Line 6> <Line 7> <Line 8>"
wait(2000)
Set Mission Objectives "<Line 2> <Line 3> <Line 4> <Line 5> <Line 6> <Line 7> <Line 8> <Line 9>"
wait(2000)
Set Mission Objectives "<Line 3> <Line 4> <Line 5> <Line 6> <Line 7> <Line 8> <Line 9> <Line 10>"
...etc.

It doesn't update while the player is looking at it, its current state is shown to the player, and it stays that way, even if the mission objectives change.

Could you explain why you need this and maybe we can find a better work-around?



None.

Nov 8 2008, 3:27 am NudeRaider Post #13

We can't explain the universe, just describe it; and we don't know whether our theories are true, we just know they're not wrong. >Harald Lesch

Quote from Falkoner
Quote
Alternatively, if you really want to have it in the mission objectives box, you could trigger your own scrolltext.
Like that:
Set Mission Objectives "<Line 1> <Line 2> <Line 3> <Line 4> <Line 5> <Line 6> <Line 7> <Line 8>"
wait(2000)
Set Mission Objectives "<Line 2> <Line 3> <Line 4> <Line 5> <Line 6> <Line 7> <Line 8> <Line 9>"
wait(2000)
Set Mission Objectives "<Line 3> <Line 4> <Line 5> <Line 6> <Line 7> <Line 8> <Line 9> <Line 10>"
...etc.

It doesn't update while the player is looking at it, its current state is shown to the player, and it stays that way, even if the mission objectives change.

Could you explain why you need this and maybe we can find a better work-around?
I mean in the briefing. He does *not* want an ingame solution.




Nov 8 2008, 4:16 am Madroc Post #14



I created a clever help menu in one of my maps. It was where you could switch weapons. Depending on which weapon you had equipped, a different thing would display in the mission briefings, telling you how to use the weapon. Also, at the beginning, to alert them of this help menu, I made it constantly say "read mission briefings to make this message go away" every 10 seconds, and the menu explained the help system and at the very end of the explanation, it said "Lift your command center to make the message go away." That way more experienced players would be able to lift it from the beginning to make the message go away.



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Nov 8 2008, 5:52 am JaBoK Post #15



Well, I made a dropship select system with units with red, yellow, green and blue wireframes numbered 1,2,3,4 that allow you to select options in menus and dialogue. It looks quite professional, and with preserve trigger display texts, it's actually very similar to reading a manual. Just needs a death counter for what screen you're on, and then triggers to change the counter depending on what button you hit.



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