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DisplayTimedTextToPlayer

07-07-2006, 05:44 PM#1
Sharingan
Collapse JASS:
call DisplayTimedTextToPlayer(player,integer,integer,integer,string)
That first and the second integer are supposed to be "offset"...
Now after I changed both parameters, I couldn't figure what exactly of an offset they change...
Or is this bugged?
07-07-2006, 05:53 PM#2
Rising_Dusk
It works fine.
The offset is the position on the screen that the text is displayed.
07-07-2006, 06:11 PM#3
Anitarf
Yes, but, what are the units? How big an offset is required for, say, putting the text on the middle of the screen?
07-07-2006, 06:19 PM#4
Rising_Dusk
I hear it actually depends on resolution and whether or not you have the game in windowed or not, but...

Collapse JASS:
call DisplayTimedTextToPlayer(ForPlayer, 0.52, -1.00, 2.00, "|cffffcc00"YourTextHere"|r")

...Produces an effect similar to that of typical error messages, and is near the middle of the screen.
Therefore I can conclude that the second is the y offset and is lines down/up and that the first is the x offset and that 1.00 is 100% across the screen.
I've tested it quite a few times and it's been consistent with those unit systems.
There again, I believe it's resolution/windowed dependent.
07-07-2006, 06:25 PM#5
Anitarf
Quote:
Originally Posted by Rising_Dusk
There again, I believe it's resolution/windowed dependent.
That sucks so badly that it vacuums.
I wanted to make subtitles with game texts!
Guess now players will have to input their resolution somewhere so the subtitles will display correctly. :/
07-07-2006, 06:47 PM#6
Sharingan
If 1.00 was 100%, then it would make no sense if that was to depend on resolutions, or not? >>
OK, it's not 100%, it's just 0.1 by 0.1 towards X...
I will check out the resolution part now
Lol, It has nothing to do with resolutions....
But the maximum X / Y value must not be over 1.9 or something...
(Maybe I'm wrong, I only tested two resolutions)
07-07-2006, 08:56 PM#7
Alevice
Quote:
Originally Posted by Sharingan
If 1.00 was 100%, then it would make no sense if that was to depend on resolutions, or not? >>
OK, it's not 100%, it's just 0.1 by 0.1 towards X...
I will check out the resolution part now
Lol, It has nothing to do with resolutions....
But the maximum X / Y value must not be over 1.9 or something...
(Maybe I'm wrong, I only tested two resolutions)

In some resolutions testings seemed to require values like 2.00 to get it right.
07-07-2006, 09:00 PM#8
shadow1500
The X value work ok but Y value is bugged on different resolutions.