HomeUser Control Panel (unavailable in archive)ForumsTutorialsArt GalleryResourcesMaps

What did I do wrong?

07-25-2006, 06:57 AM#1
Linera
I'm working on a quest system for my rpg(TBA).
I'm having problems.
Like text disappears even though i set the wait to highest wait value possible.
(would like it on a loop)
Also text gets push into the interface as seen in the attached pic.
Also people are getting disconnected at game start.

Can anyone help me out?
or
Anyone know of a quest system that has text line up inside a small area like the green area in my attached pic?
Attached Images
File type: jpgWC3ScrnShot_072506_014811_01.jpg (497.5 KB)
07-25-2006, 07:16 AM#2
PipeDream
To my knowledge, no one has tried that before. You're using |n or \n to break lines at the moment? Instead, you'll have to call DisplayText for each line. This could be rather tricky to figure out if you want it to look nice and not hyphenated! It'd be best if you took your best shot at it and then, if you run into trouble, ask for help.

Short duration- Text seems to last as long as I'd like it to. I'm not sure what you mean.
---
Please label your thread topics with a description of the problem itself.
07-25-2006, 07:19 AM#3
Linera
Quote:
Originally Posted by PipeDream
You're using |n or \n to break lines at the moment?
What you mean?
I'm just doing
Quote:
blah blah
blah blah
07-25-2006, 11:02 AM#4
Whitehorn
It's pretty obvious that you can only display so much of a message until it goes off the screen. Make your messages smaller, and eithe rwait before posting more text or add a 'more' buttonfor the user to move onto the next message.
07-25-2006, 12:17 PM#5
The)TideHunter(
Yea, instead of bunching the intire message in just 1 call, make multiple calls so it makes multiple lines, which will push the others up further.
07-25-2006, 06:20 PM#6
Linera
ok thx

What about the problem of text disappering?
That text is suppose to stay up until the player types yes or no.
07-25-2006, 06:43 PM#7
Whitehorn
Give it a huge time and just clear it when they type whatever.
07-25-2006, 06:51 PM#8
Linera
ok thx
07-25-2006, 06:51 PM#9
Whitehorn
well if you cant extend it, just clear and post it again.
07-25-2006, 06:59 PM#10
Linera
Here is my current jass stuff i wrote:
Collapse JASS:
function Quest_Status takes unit u, integer i, integer a returns effect
local effect e
if ConvertedPlayer(i) == GetLocalPlayer() then
   if a == 0 then
   set e = AddSpecialEffectTargetUnitBJ( "overhead", u, "Abilities\\Spells\\Other\\TalkToMe\\TalkToMe.mdl" )
   elseif a == 1 then
   set e = AddSpecialEffectTargetUnitBJ( "overhead", u, "Objects\\RandomObject\\RandomObject.mdl" )
   elseif a == 2 then
   set e = AddSpecialEffectTargetUnitBJ( "overhead", u, "Objects\\RandomObject\\RandomObject.mdl" )
   endif
endif
return e
endfunction

function Start_Fade takes integer i returns nothing
    if (GetLocalPlayer() == Player(i-1)) then
        // Use only local code (no net traffic) within this block to avoid desyncs.
        call CinematicFadeBJ( bj_CINEFADETYPE_FADEOUT, 0.01, "Panda-n-Cub.blp", 100.00, 100.00, 100.00, 0 )
    endif
endfunction

//Quest functions
function Create_QuestREQ_DISCOVERED takes integer i, string title, string description, string iconPath returns quest
local quest q
    if (GetLocalPlayer() == Player(i)) then
        // Use only local code (no net traffic) within this block to avoid desyncs.
        set q = CreateQuestBJ( bj_QUESTTYPE_REQ_DISCOVERED, title, description, iconPath )
    endif
return q
endfunction

function Create_QuestOPT_DISCOVERED takes integer i, string title, string description, string iconPath returns quest
local quest q
    if (GetLocalPlayer() == Player(i)) then
        // Use only local code (no net traffic) within this block to avoid desyncs.
        set q = CreateQuestBJ( bj_QUESTTYPE_OPT_DISCOVERED, title, description, iconPath )
    endif
return q
endfunction

function Create_QuestREQ_UNDISCOVERED takes integer i, string title, string description, string iconPath returns quest
local quest q
    if (GetLocalPlayer() == Player(i)) then
        // Use only local code (no net traffic) within this block to avoid desyncs.
        set q = CreateQuestBJ( bj_QUESTTYPE_REQ_UNDISCOVERED, title, description, iconPath )
    endif
return q
endfunction

function Create_QuestOPT_UNDISCOVERED takes integer i, string title, string description, string iconPath returns quest
local quest q
    if (GetLocalPlayer() == Player(i)) then
        // Use only local code (no net traffic) within this block to avoid desyncs.
        set q = CreateQuestBJ( bj_QUESTTYPE_OPT_UNDISCOVERED, title, description, iconPath )
    endif
return q
endfunction

Why are people disconnecting at the start?
07-25-2006, 07:53 PM#11
PipeDream
CinematicFadeBJ doesn't support local players. It creates/destroys timer handles. Does this have the functionality you need?
07-25-2006, 08:04 PM#12
Linera
Well I don't understand each parameter its asking for.
Could you please explain?
07-25-2006, 08:33 PM#13
Captain Griffen
You also cannot create special effects for a local player, I believe.
07-25-2006, 08:36 PM#14
Linera
Well, how should I do it then?
07-25-2006, 08:42 PM#15
Vexorian
No you cant, but you can do this:

Collapse JASS:
function Quest_Status takes unit u, integer i, integer a returns effect
local string path=""
if ConvertedPlayer(i) == GetLocalPlayer() then
   if a == 0 then
   set path = "Abilities\\Spells\\Other\\TalkToMe\\TalkToMe.mdl"
   elseif a == 1 then
   set path = "Objects\\RandomObject\\RandomObject.mdl"
   elseif a == 2 then
   set path= "Objects\\RandomObject\\RandomObject.mdl"

   endif
endif
return AddSpecialEffectTargetUnitBJ( "overhead", u,  path)
endfunction