SCROLLING (DEATH)
MESSAGES
"Machismo"
cool_machismo@yahoo.com
INTRODUCTION
A quick tutorial on how to
set up scrolling messages so that it displays the frag status - like in
DM-Morpheus. Personally speaking I like to see my name in lights when I'm
on top of the dogpile.
HOW TO DO IT
1. Lets do a quick
tutorial map. Carve out a room 256x1024x1024, place lights and a
palyerstart.
2. Time to do the scrolling
screen. Load the Scripted.utx texture package and make your screen to
display the message using the Condemned Scroll texture. Remember this is
the screen, you can add in fancy decorations on the side for the box to
house your screen in, so to speak. For now make a sheet brush u=256 and
v=32 x or y orientation. Add this in using the condemned scroll as the
texture. That should finish your screen for now. I've found doing this in
any other way without these measurements really screws it up.
3. Now for the most
important part. From the classes browser expand info and then client
scripted texture. Locate and add a Scrolling Message
Texture actor in front of the screen that we made before.
4. Go to the
properties of the scrolling message texture and set it to the following:
(a). Expand Client Scripted Texture and under Scripted Texture hit the use
button after seeing that the condemned scroll texture is still selected.
(b). Now
a matter of setting all the necessary things under Scrolling Message
Texture (still in the properties sheet) to the following:
i. bCaps- Whether the full message has to be in caps.
ii. bResetPosOnTextChange- True as you want the frag status to be updated
regularly. What this does is that once the message has scrolled across if
a change occurs in the position then it will change the display to match
status
iii. Font- Enter this: Font'Scripted.CondemnedFont'
iv. FontColor- Don't choose something stupid like black. Just hit the ...
button at the end and choose the color that you want.
v. PixelsPersecond- 130, how fast the message will go across the screen.
vi. Scrolling Message- The message to be displayed on the screen. %lp
means that the player who has the leading frags will see his name here and
%lf shows the amount of frags that person has (%h to define whether player
is "his or her").
vii. ScrollWidth- How much of the added in "screen" the message
will scroll across and the length of the message that will be displayed
viii. YPos- How high the text will appear on the "screen" we
built.
5. That's it rebuild
the level and you should see the message going across the screen.
SOME TIPS
-
You can use this in CTF
games to denote the red base and the blue base. You could have a big
screen out side the blue and red base stating that it is that base.
One problem though, whereas in deatmatch you would most probably use
the same texture for all the screens remember that it will all display
the same message. For the blue base screen use the condemned scroll
texture and for the red base use the message scroll texture2, and for
any other signs the different textures available. Make sure that when
you set up the scrolling message texture under client scripted texture
make sure the scripted texture that you used for each screen is used
for the texture.
-
This means that you don't
have to create a new picture and have it imported in to describe
something like Launch Control Room. Just use these different screens
for the different descriptions of the various rooms.
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