Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: Trying to make player-driven text advancing
Trying to make player-driven text advancing
Jul 21 2011, 10:45 pm
By: xAngelSpiritx  

Jul 21 2011, 10:45 pm xAngelSpiritx Post #1

eternal lurker

First, I apologize for the weird and probably undescriptive topic name, but I can't think of a better phrase to describe it.

I'm trying to make a system where, instead of text being displayed for a certain interval (like it does in StarCraft normally), it stays on the screen indefinitely until the player presses a key.
In other words, something like this:

where the player presses a button to advance each piece of text, allowing them to read it at their own pace.


Getting the text to stay on the screen until a key is pressed isn't the problem; I accomplished that pretty easily by triggers that looked something like this:
Trigger
Players
  • Player 1
  • Conditions
  • Always
  • Actions
  • Send transmission to current player from [unit] at [location].
    Modify transmission duration: Set to 9999999 milliseconds.
    Display the following text:
    TEST

  • Trigger
    Players
  • Player 1
  • Conditions
  • (When the key is pressed)
  • Actions
  • (Clear the screen).
  • Preserve Trigger.


  • The problem arises when I have multiple Transmission actions; since each Transmission acts like a Wait, the 9999999 millisecond duration that I use to make the text stay on the screen causes a huge wait block, which results in only one Transmission action ever being run. How should I solve this, and get it to work properly? Is there a way to have text stay on the screen indefinitely, without using the Transmission action?

    I'm sorry if that was confusing; if you need any details or have any questions, go ahead and ask.

    Thanks in advance!



    None.

    Jul 21 2011, 11:11 pm Roy Post #2

    An artist's depiction of an Extended Unit Death

    Have you considered "Display Text Message"? 11 new lines to clear the screen, and apply the text you want to show after clearing the screen.

    This will, of course, hinder conversation between players. You can set it to a somewhat slow refresh rate so players get a decent glimpse of others talking most of the time.




    Jul 22 2011, 2:32 am xAngelSpiritx Post #3

    eternal lurker

    Quote from Roy
    Have you considered "Display Text Message"? 11 new lines to clear the screen, and apply the text you want to show after clearing the screen.

    This will, of course, hinder conversation between players. You can set it to a somewhat slow refresh rate so players get a decent glimpse of others talking most of the time.
    This is a single-player map I'm making, so the second point is moot.

    The problem with Display Text Message is that any text displayed with it won't stay on the screen longer than a few seconds. I need it to stay displayed until a key is pressed. I've tried just refreshing it every few seconds, but the text flashes briefly whenever it's refreshed. I'd like to avoid that if possible, as it looks unpleasant.



    None.

    Jul 22 2011, 3:36 am Roy Post #4

    An artist's depiction of an Extended Unit Death

    It shouldn't flash, unless Single Player handles Display Text Message differently.

    If it's not a problem to mass refresh, just do that. Create 11 new lines at the beginning of each trigger cycle, and whenever text should appear, refresh it every trigger loop as well.

    Trigger
    Players
  • Player 1
  • Conditions
  • Always
  • Actions
  • Diplay Text Message("\n\n\n\n\n\n\n\n\n\n\n")
  • Preserve Trigger

  • Trigger
    Players
  • Player 1
  • Conditions
  • Switch 1 is set
  • Actions
  • Display Text Message("Hello World!")
  • Preserve Trigger

  • \n is just notation for a new line. Don't literally enter \n :P
    The second trigger should have whatever condition you're using to determine if the text should be displayed; I used a switch purely for example's sake.




    Jul 22 2011, 3:15 pm NudeRaider Post #5

    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

    In single player you can skip transmission and wait times by pressing ESC. So make the key to be pressed ESC and problem should be solved.




    Jul 22 2011, 8:22 pm xAngelSpiritx Post #6

    eternal lurker

    Quote from NudeRaider
    In single player you can skip transmission and wait times by pressing ESC. So make the key to be pressed ESC and problem should be solved.
    Ah, that should work. I'll test that out now and see if there's any problems. Thanks!



    None.

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