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message_begin origin?


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organizedKaoS
Senior Member
Join Date: Feb 2006
Old 04-21-2006 , 04:08   message_begin origin?
Reply With Quote #1

This is what im using
Code:
message_begin(MSG_ONE, g_iMsgSayText, {0,0,0}, aPlayers[i])

And it writes the message to the chat side.

What do I put for the origin to have it print in the center above the hud round timer.

Or does anyone know where I can find a list of origins for this?

Thanks for any info.
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FatalisDK
Senior Member
Join Date: Mar 2006
Location: bacon
Old 04-21-2006 , 04:13  
Reply With Quote #2

I don't think there is a param to let you say where you want SayText to be printed. Use a hudmessage.
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organizedKaoS
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Join Date: Feb 2006
Old 04-21-2006 , 04:15  
Reply With Quote #3

Quote:
Originally Posted by FatalisDK
I don't think there is a param to let you say where you want SayText to be printed. Use a hudmessage.
Im actually getting tired of using hudmessages. I started using this to clear up the game screen on my server. Is there any way to specify the location of text being printed on the screen?

I know I've seen this on wc3 servers where your status is shown in text above your weapon ammo hud.
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FatalisDK
Senior Member
Join Date: Mar 2006
Location: bacon
Old 04-21-2006 , 04:17  
Reply With Quote #4

Yeah I think I know what you're talking about now, I saw it in diablo mod. It's like print_center but at the bottom?

EDIT: The event is StatusText
Code:
StatusText  	byte, string  	1: Line Number, 2: Text
This is how diablo mod does it.

Code:
message_begin(MSG_ONE,gmsgStatusText,{0,0,0}, id) write_byte(0) write_string(tpstring) message_end()
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organizedKaoS
Senior Member
Join Date: Feb 2006
Old 04-21-2006 , 04:19  
Reply With Quote #5

Yes at the bottom. In wc3, theres text above your ammo hud on the lower right.

I basically want to have the text show up center bottom above the round timer hud.

I am using message begin because the text im printing is server info ( fun server ) during rounds and i currently have it printing in green.

Any ideas?
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organizedKaoS
Senior Member
Join Date: Feb 2006
Old 04-21-2006 , 04:26  
Reply With Quote #6

Quote:
Originally Posted by FatalisDK
Yeah I think I know what you're talking about now, I saw it in diablo mod. It's like print_center but at the bottom?

EDIT: The event is StatusText
Code:
StatusText  	byte, string  	1: Line Number, 2: Text
This is how diablo mod does it.

Code:
message_begin(MSG_ONE,gmsgStatusText,{0,0,0}, id) write_byte(0) write_string(tpstring) message_end()
Thanks, I'll try this. Is there any info anywhere that can tell where the locations text can be printed using message_begin?
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FatalisDK
Senior Member
Join Date: Mar 2006
Location: bacon
Old 04-21-2006 , 04:30  
Reply With Quote #7

The player option "Center Player Names" affects StatusText, which means not all players would see the message at the bottom of their screens. So I guess StatusText isn't really good for this. You can maybe client_cmd them and set the "Center Player Names" cvar. I have no idea what the actual cvar is though.

If you want to have it above the counter, I guess you could put alot of spaces (not the greatest idea) like so:
Code:
new tpstring[] = "                            asdas"
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organizedKaoS
Senior Member
Join Date: Feb 2006
Old 04-21-2006 , 04:32  
Reply With Quote #8

Ok...any ideas? I have it correct, its printing green text. I just need to move the text away from the chat area

I'll check back tomorrow if you have any new info...tired
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Greenberet
AMX Mod X Beta Tester
Join Date: Apr 2004
Location: Vienna
Old 04-21-2006 , 04:35  
Reply With Quote #9

set/show_hudmessage is just a wrapper for the SVC_TEMPENTITY message with TE_TEXTMESSAGE
here is the definition:
Code:
#define TE_TEXTMESSAGE      29 // short 1.2.13 x (-1 = center) // short 1.2.13 y (-1 = center) // byte Effect 0 = fade in/fade out             // 1 is flickery credits             // 2 is write out (training room) // 4 bytes r,g,b,a color1   (text color) // 4 bytes r,g,b,a color2   (effect color) // ushort 8.8 fadein time // ushort 8.8  fadeout time // ushort 8.8 hold time // optional ushort 8.8 fxtime   (time the highlight lags behing the leading text in effect 2) // string text message      (512 chars max sz string)
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