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Displaying Text

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Level 18
Joined
Aug 23, 2008
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2,319
Why don't you change a message you don't use anyway (like "Not enough lumber") to the message you want to show. Then you trigger that error and it'll display. Doesn't work with a lot of different texts to display. Make sure you import a dummy sound (sound track with no sound) to add to the error in the Game Interface, or you'll still hear the text speach of the original error.
 
Level 16
Joined
Jul 21, 2008
Messages
1,121
Try this:

  • Example
    • Events
      • -------- Add Events Here --------
    • Conditions
      • -------- Add Conditions Here --------
    • Actions
      • Set TempPlayerGroup = (Player group((Owner of (<Unit>))))
      • Cinematic - Clear the screen of text messages for (All players)
      • Set TempString = <Empty String>
      • For each (Integer A) from 1 to 60, do (Actions)
        • Loop - Actions
          • Set TempString = (TempString + )
      • Set TempString = (TempString + <Message>)
      • Game - Display to (All players) the text: TempString
      • Game - Display to (All players) the text:
      • Game - Display to (All players) the text:
      • Game - Display to (All players) the text:
      • Game - Display to (All players) the text:
      • Game - Display to (All players) the text:
      • Game - Display to (All players) the text:
      • Game - Display to (All players) the text:
      • Game - Display to (All players) the text:
      • Game - Display to (All players) the text:
      • Custom script: call DestroyForce(udg_TempPlayerGroup)
 
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