breeze 0 Posted December 28, 2010 I have read a couple of different posts on this and I understand this to be the same text that we see in the new campaign. I am hoping someone will shed some light here for me. I am looking to recreate the nice White text that fades in an out after a trigger is activated. I am under the impression I can do it this way???? http://community.bistudio.com/wiki/parseText A couple of things I need to understand here I used there example first to see it work and I used this one. hintSilent parseText format["<t size='1.25' font='Zeppelin33' color='#ff0000'>%1 lives remaining.</t>",12]; Now 1st real question I added in the Center parameter and it looked like this hintSilent parseText format["<t size='1.25' font='Zeppelin33' align='center' color='#ff0000'>%1 lives remaining.</t>",12]; and after adding that in it still lines up like a regular hint but quiet. I like the White in and white out effects in title text but that effects the whole screen Can anyone help me with this a little more, As you can see my experience with code is taking others apart and trying to figure it out. My goals are Getting the text to middle of the screen and having the ability to fade in or out, without affecting the whole screen. Thanks in advance!! Share this post Link to post Share on other sites
breeze 0 Posted December 29, 2010 Someone has to know something about this please :=) ? Share this post Link to post Share on other sites
ffur2007slx2_5 11 Posted December 29, 2010 AFAIK, you can use dynamic text function to do it. !isNil "BIS_fnc_init"; _handle=[“structed text hereâ€,x,y,duration,fade out] spawn bis_fnc_dynamictext; So that you can spawn the structed text anywhere you want in the screen. Share this post Link to post Share on other sites
breeze 0 Posted December 29, 2010 Ok Can I copy that exactly like I see it and replace the "Structured text here" With this parseText format["<t size='1.25' font='Zeppelin33' align='center' color='#ff0000'>%1 lives remaining.</t>",12]; x and y are arbitrary numbers that I have to play with hit and miss to understand where they are on screen? duration is seconds? So it might look like this in my trigger activation field !isNil "BIS_fnc_init"; _handle=[“parseText format["<t size='1.25' font='Zeppelin33' align='center' color='#ff0000'>%1 lives remaining.</t>",12];â€,25,25,5,fade out] spawn bis_fnc_dynamict. I screwed this up, is there a link I can see more examples? Share this post Link to post Share on other sites
igneous01 19 Posted December 29, 2010 im not sure if you can use xml style coding inside the text. x, y is in decimals (0.5 is half height of monitor, while 0 is middle of screen). i managed to get it to work, but i dont know if it accepts custom font changes and what not Share this post Link to post Share on other sites
breeze 0 Posted December 29, 2010 Can you show me examples of how you got it to work? I only grabbed that stuff from the link above because its where I was looking to begin with. I really don't know a thing About it I am just picking around. But I would love to see how you got it to work? and you did it in a trigger? Share this post Link to post Share on other sites
mchide 0 Posted December 29, 2010 (edited) _t = 10; while { _t > 0 } do { _t =_t - 1; if(_t > 5) then {hintsilent parsetext format ["<t size='1.0' color='#33FF00' align='center'>%1</t> seconds to launch",_t];}; if(_t <= 3) then {hintsilent parsetext format ["<t size='1.25' color='#FF0000' align='center'>%1</t> seconds to launch",_t];}; sleep 1; }; hintSilent ""; Or hint parsetext format ["<t size='1.0' color='#33FF00' align='center'>%1</t> welcome to my mission", name player];}; Edited December 29, 2010 by mchide Share this post Link to post Share on other sites
breeze 0 Posted December 29, 2010 (edited) The examples your showing me can both be listed as a trigger? Are you also using the commands that ffur2007slx2_5 listed? !isNil "BIS_fnc_init"; _handle=[“structed text hereâ€,x,y,duration,fade out] spawn bis_fnc_dynamictext; Because your not really listing commands are you? Its a description of text? This will have a duration and fade out? I notice yours is showing the seconds to launch, like the campaign I am hoping to use it in a trigger as the regular hints look so cheesy and old, Mastering that campaign new text would give a nice touch for the game. Edited December 29, 2010 by Breeze Share this post Link to post Share on other sites
mchide 0 Posted December 30, 2010 You wanted structured text exsample i gave you structured texts exsample via Hints. put this in trigger condition !isNil "BIS_fnc_init" activation ["<t size='3'>This text is normal size x3</t>",position player,12,0] spawn bis_fnc_3Dcredits; Share this post Link to post Share on other sites
breeze 0 Posted January 10, 2011 Is there any chance someone can post a example mission with this? one or two examples of how to lay text in and get this effect.???? Please.? Share this post Link to post Share on other sites