| 01-17-2007, 07:50 PM | #1 |
I need it for game text. like when player 1(Red) unit kills a unit. I have so the message itself works but i wanted to color code it for players. So whe n blues units kills a unit. The test is in blue. Sorry if i did not explain it well. IF you need me to explain more i can. |
| 01-17-2007, 07:54 PM | #2 |
... So use If/Then/else action codition is th onwer of the killing unit, then your text in the actions -Av3n |
| 01-17-2007, 07:59 PM | #3 |
I know that lol i got it to work. But i need to know how to add color code. So when red kills a unit the message itself is in red. And i have no idea how to make the text in the color that i want. |
| 01-17-2007, 08:07 PM | #4 |
Player 1: |c00FF0303|r Player 2: |c000042FF|r Player 3: |c001CE6B9|r Player 4: |c00540081|r Player 5: |c00FFFC01|r Player 6: |c00FEBA0E|r Player 7: |c0020C000|r Player 8: |c00E55BB0|r Player 9: |c00959697|r Player 10: |c007EBFF1|r Player 11: |c00106246|r Player 12: |c004E2A04|r There you go! -Av3n |
| 01-17-2007, 08:19 PM | #5 |
In case it's not clear, you use color codes. You would do the color code like: |cAARRGGBBText goes next|r Where AA is the alpha value ranging from 0 to 255 (hexadecimal), usually best to leave this at 255. Next is the red/blue/green each in hexadecimal as well followed by the text which is then followed by a |r |
| 01-17-2007, 09:12 PM | #6 |
OR just download the Magos model editor and look in Extras. it has a neato color code generator. |
| 01-17-2007, 09:31 PM | #7 |
Thx a lot guys. Also is there a way to chance the angle of a build when i place it on map. |
| 01-17-2007, 09:38 PM | #8 |
I think you can set "default building facing angle" in the gameplay constants to -1, then the buildings can rotate freely. I think. |
| 01-17-2007, 09:44 PM | #9 |
... Or you can just create buildings... -Av3n |
| 01-17-2007, 09:49 PM | #10 |
Ok i wll tell you my issue and you can tell me how to fix it is possible. Ok so the build face West and the enemy come from th east so the attack animation shows on the west side firing at the east. So i am not sure how to fix it. If i could make the building face east that would work. Or when they attack the build would turn to fire and show the animation to the east. |
| 01-18-2007, 03:19 AM | #11 |
Code:
function ColoredName takes player Who returns string
local string array Table
set Table[0] = "|c00FF0303"
set Table[1] = "|c000042FF"
set Table[2] = "|c001CE6B9"
set Table[3] = "|c00540081"
set Table[4] = "|c00FFFC01"
set Table[5] = "|c00FEBA0E"
set Table[6] = "|c0020C000"
set Table[7] = "|c00E55BB0"
set Table[8] = "|c00959697"
set Table[9] = "|c007EBFF1"
set Table[10] = "|c00106246"
set Table[11] = "|c004E2A04"
return Table[GetPlayerId(Who)] + GetPlayerName(Who) + "|r"
endfunction
function PlayerColor takes string Color returns player
local string array Table
local integer L = 0
set Table[12]= StringCase(Color,true)
set Table[0] = "RED"
set Table[1] = "BLUE"
set Table[2] = "TEAL"
set Table[3] = "PURPLE"
set Table[4] = "YELLOW"
set Table[5] = "ORANGE"
set Table[6] = "GREEN"
set Table[7] = "PINK"
set Table[8] = "GRAY"
set Table[9] = "CYAN"
set Table[10] = "AQUA"
set Table[11] = "BROWN"
loop
exitwhen L > 11 or Table[12] == Table[L]
set L = L + 1
endloop
if L == 12 then
return null
endif
return Player(L)
endfunction1) Takes player and returns its colored name 2) Takes color and returns player if color correct for using with fixed player colors, eg player(0) is always red second function will drop string case eg PlayerColor("ReD") == PlayerColor("rEd") but PlayerColor(" ReD") != PlayerColor("ReD") soo you have to filter strings before pass to this function |
| 01-20-2007, 07:16 PM | #12 |
Yup i more rless did it that way. But gui based not jass. Because i don't know jass |
| 01-20-2007, 07:26 PM | #13 | |
Quote:
as in placing it in World Editor? -place the building -set the "Is a Building" boolean in the object editor, obviously on your building, to false. -go back to the building in the main window -double-click it -change angle -set the "Is a Building" boolean to true again. |
