| 07-07-2006, 05:44 PM | #1 |
JASS:call DisplayTimedTextToPlayer(player,integer,integer,integer,string) 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 |
It works fine. The offset is the position on the screen that the text is displayed. |
| 07-07-2006, 06:11 PM | #3 |
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 |
I hear it actually depends on resolution and whether or not you have the game in windowed or not, but... 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 | |
Quote:
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 |
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 | |
Quote:
In some resolutions testings seemed to require values like 2.00 to get it right. |
| 07-07-2006, 09:00 PM | #8 |
The X value work ok but Y value is bugged on different resolutions. |
