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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.
 
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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