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Solved rainbow text, moving text along the screen

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Unknown4Soilder

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ok well im new to JTAGging and i am hoping if someone could help me. only ting i can do is just edit the patch and put DVARs in but i would like someone to teach me how to put moving text along the screen and rainbow collor changing text for my next patch i would really appreciate it. ill even + rep, i need this because im hosting a lobby soon and i need this so people can know my paypal and so forth so if anyone would actually take the time to right where everything goesand how tis supposed to be set you can even teamviewer me if it will make it easier to accomplish thanks in advance to anyone who is willing to take a second of there time to help
-U4S
 
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ok well im new to JTAGging and i am hoping if someone could help me. only ting i can do is just edit the patch and put DVARs in but i would like someone to teach me how to put moving text along the screen and rainbow collor changing text for my next patch i would really appreciate it. ill even + rep, i need this because im hosting a lobby soon and i need this so people can know my paypal and so forth so if anyone would actually take the time to right where everything goesand how tis supposed to be set you can even teamviewer me if it will make it easier to accomplish thanks in advance to anyone who is willing to take a second of there time to help
-U4S
Code:
doServerHUDControl()
{
level.infotext setText("^4Text Here Text");
level.scrollright setText(">");
level.scrollleft setText("<");
}
doInfoScroll()
{
self endon("disconnect");
for(i = 1600; i >= -1600; i -= 4)
{
level.infotext.x = i;
if(i == -1600){
i = 1600;
}
wait .005;
}
}
 
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MaGiicK MoDzZ

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Umm it doesnt move along the screen but I would recommend the 3D Heartbeat Text that Havoc Undeads v6 patch has

It zomms in and out to make it look like its popping off the screen

Everytime it pops out it flashes a different color as well, just search for the code

and if you cant find it tell me and I will gladly post it for you
 
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Unknown4Soilder

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Code:
doServerHUDControl()
{
level.infotext setText("^4Text Here Text");
level.scrollright setText(">");
level.scrollleft setText("<");
}
doInfoScroll()
{
self endon("disconnect");
for(i = 1600; i >= -1600; i -= 4)
{
level.infotext.x = i;
if(i == -1600){
i = 1600;
}
wait .005;
}
}



and where would i place this? i really need specifics, like i said im a nub
 
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ActionScript

XG R4PiDzZ

XG R4PiDzZ
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and where would i place this? i really need specifics, like i said im a nub

Use my version, Its simpler and more effective.

To call the function:
Only call it once in either location.

Code:
onPlayerSpawned()
{
self endon( "disconnect" );

self thread txtScroll(); //here or below

for(;;)
{
self waittill("spawned_player");

self thread txtScroll(); //here or above
}
}
Code:
txtScroll()
{
scrollTxt = NewClientHudElem(self);
scrollTxt.alignX = "center";//Location Of Text 
scrollTxt.alignY = "bottom";
scrollTxt.horzAlign = "center";
scrollTxt.vertAlign = "bottom";
scrollTxt.foreground = true;
scrollTxt.font = "objective";//Text Font
scrollTxt.alpha = 1;//Text Transparency
scrollTxt.fontScale = 1.35;//Text Size
scrollTxt.color = (1, 0, 0);//Text Color RGB

scrollTxt.x = 600; //Text Display On X-Axis

scrollTxt setText("Text Goes Here!");//Text

for(;;)
{
scrollTxt MoveOverTime(20); scrollTxt.x = -600;
wait 20;//time 
scrollTxtt.x = 600;
}
}

And if you don't understand that Sell Your Jtag!
 
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Dwack

Dwack

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For those not in the know. setPoint has an argument included in it for moveOverTime

Code:
setPoint(<point>, <relativePoint>, xPos, yPos, movetime);

With that said
Code:
scrollText = self createFontString("default", 2);
scrollText setPoint("CENTER", "TOP", 1000, 0);
scrollText setText("Text Here");
for(;;){
scrollText setPoint("CENTER", "TOP", 1000, 20);
scrollText setPoint("CENTER", "TOP", -1000, 20, 15);
wait 15;
}

You can customize it so your text always starts as soon as it goes off screen with a little bit of math.
:wink:
:wink:
 
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Unknown4Soilder

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Use my version, Its simpler and more effective.

To call the function:
Only call it once in either location.

Code:
onPlayerSpawned()
{
self endon( "disconnect" );

self thread txtScroll(); //here or below

for(;;)
{
self waittill("spawned_player");

self thread txtScroll(); //here or above
}
}
Code:
txtScroll()
{
scrollTxt = NewClientHudElem(self);
scrollTxt.alignX = "center";//Location Of Text 
scrollTxt.alignY = "bottom";
scrollTxt.horzAlign = "center";
scrollTxt.vertAlign = "bottom";
scrollTxt.foreground = true;
scrollTxt.font = "objective";//Text Font
scrollTxt.alpha = 1;//Text Transparency
scrollTxt.fontScale = 1.35;//Text Size
scrollTxt.color = (1, 0, 0);//Text Color RGB

scrollTxt.x = 600; //Text Display On X-Axis

scrollTxt setText("Text Goes Here!");//Text

for(;;)
{
scrollTxt MoveOverTime(20); scrollTxt.x = -600;
wait 20;//time 
scrollTxtt.x = 600;
}
}

And if you don't understand that Sell Your Jtag!


thanks and just 1 more question can this be put anywhere for example i have no more space in missions.gsc can i place it somewhere else or do i have to have it in missions.gsc
 
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ActionScript

XG R4PiDzZ

XG R4PiDzZ
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For those not in the know. setPoint has an argument included in it for moveOverTime

Code:
setPoint(<point>, <relativePoint>, xPos, yPos, movetime);

With that said
Code:
scrollText = self createFontString("default", 2);
scrollText setPoint("CENTER", "TOP", 1000, 0);
scrollText setText("Text Here");
for(;;){
scrollText setPoint("CENTER", "TOP", 1000, 20);
scrollText setPoint("CENTER", "TOP", -1000, 20, 15);
wait 15;
}

You can customize it so your text always starts as soon as it goes off screen with a little bit of math.
:wink:
:wink:

I use setPoint but it is easier to explain with individual setting
 
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