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hpl2:tutorials:scripting:messages_jenniferorange

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hpl2:tutorials:scripting:messages_jenniferorange [2012/01/29 02:39]
jenniferorange created
hpl2:tutorials:scripting:messages_jenniferorange [2012/01/29 02:43] (current)
jenniferorange [Creating Messages]
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-First things first: open your extra_english.lang. Inside, if the category named Messages is not present, you'll need to add it. +First things first: open your extra_english.lang. Inside, if the category named Messages is not present, you'll need to add it.
  
  
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   </​CATEGORY>​   </​CATEGORY>​
     <​CATEGORY Name="​Inventory">​     <​CATEGORY Name="​Inventory">​
- +  
 + 
     </​CATEGORY>​     </​CATEGORY>​
-      <font 9pt:​normal/​Courier;;#​CC0033;;​inherit>​<​CATEGORY Name="​Messages"> ​                 <Entry Name="​Popup1">​YOURMESSAGEHERE</​Entry> ​      ​</​CATEGORY></​font+     <​CATEGORY Name="​Messages"> ​                          
 +      ​<Entry Name="​Popup1">​YOURMESSAGEHERE</​Entry> ​             
 +     </​CATEGORY>​
         <​CATEGORY Name="​Descriptions">​         <​CATEGORY Name="​Descriptions">​
- +  
 + 
         </​CATEGORY>​         </​CATEGORY>​
           <​CATEGORY Name="​Levels">​           <​CATEGORY Name="​Levels">​
- +  
 + 
           </​CATEGORY>​           </​CATEGORY>​
 </​LANGUAGE>​ </​LANGUAGE>​
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-The category that needs to be added has been highlighted in pink. I named the message Popup1, but you can name it whatever you'd like. [KEEP THIS NAME IN MIND AS YOU CONTINUE!] This is also an example of a standard, blank language file.+I named the message Popup1, but you can name it whatever you'd like. [KEEP THIS NAME IN MIND AS YOU CONTINUE!] This is also an example of a standard, blank language file.
  
  
-Once that's been added, open up your map and place your script areas. Re-name them things like **Message_1 ** since that's their sole purpose. Don't forget to hit ENTER! ​+Once that's been added, open up your map and place your script areas. Re-name them things like **Message_1 ** since that's their sole purpose. Don't forget to hit ENTER!
  
  
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-<code actionscript>​ +<code actionscript>​void OnStart()
-void OnStart()+
 { {
 AddEntityCollideCallback("​Player",​ "​Message_1",​ "​Message1",​ true, 1); AddEntityCollideCallback("​Player",​ "​Message_1",​ "​Message1",​ true, 1);
  
- +  
 + 
 void Message1(string &in asChild, string &in asParent, int alState) void Message1(string &in asChild, string &in asParent, int alState)
 { {
 SetMessage("​Messages",​ "​Popup1",​ 0); //This stands for ("Name of category",​ "Name of entry",​ time to be displayed on the screen);. SetMessage("​Messages",​ "​Popup1",​ 0); //This stands for ("Name of category",​ "Name of entry",​ time to be displayed on the screen);.
 } }
- +  
 + 
 void OnEnter() void OnEnter()
 { {
 } }
- +  
 + 
 void OnLeave() void OnLeave()
 { {
 } }
 </​code>​ </​code>​
 +
 +
 We use the function SetMessage. The first parameter, "​Messages",​ will always stay the same so long as you both shall live. The second parameter, "​Popup1",​ is the name of the Entry I told you to keep in mind that we used earlier. It's subject to change. The last parameter is a value. It stands for how long the message is to be displayed. By using 0, it estimates on how long the message is and makes a decent pause so you can read it. However you can put your own values in. And that's it! Enjoy using as many messages as you want. We use the function SetMessage. The first parameter, "​Messages",​ will always stay the same so long as you both shall live. The second parameter, "​Popup1",​ is the name of the Entry I told you to keep in mind that we used earlier. It's subject to change. The last parameter is a value. It stands for how long the message is to be displayed. By using 0, it estimates on how long the message is and makes a decent pause so you can read it. However you can put your own values in. And that's it! Enjoy using as many messages as you want.
  
hpl2/tutorials/scripting/messages_jenniferorange.1327804781.txt.gz · Last modified: 2012/01/29 02:39 by jenniferorange