| 07-25-2006, 06:57 AM | #1 |
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? |
| 07-25-2006, 07:16 AM | #2 |
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 | ||
Quote:
I'm just doing Quote:
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| 07-25-2006, 11:02 AM | #4 |
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 |
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 |
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 |
Give it a huge time and just clear it when they type whatever. |
| 07-25-2006, 06:51 PM | #8 |
ok thx |
| 07-25-2006, 06:51 PM | #9 |
well if you cant extend it, just clear and post it again. |
| 07-25-2006, 06:59 PM | #10 |
Here is my current jass stuff i wrote: 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 |
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 |
Well I don't understand each parameter its asking for. Could you please explain? |
| 07-25-2006, 08:33 PM | #13 |
You also cannot create special effects for a local player, I believe. |
| 07-25-2006, 08:36 PM | #14 |
Well, how should I do it then? |
| 07-25-2006, 08:42 PM | #15 |
No you cant, but you can do this: 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 |
