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Just wondering...

Discussion in 'Triggers & Scripts' started by reason 3, Sep 24, 2009.

  1. reason 3

    reason 3

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    This is no actual question which i need help with...but i'd like to know the difference between this
    • Game - Display to (All players) the text: ((Name of (Triggering player)) + has left the game.)
    and this
    • Quest - Display to Players the Warning message: ((Name of (Triggering player)) + has left the game.)
     
  2. Marcelo Hossomi

    Marcelo Hossomi

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    The quest message plays a sound depending on the type of message :D
     
  3. reason 3

    reason 3

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    I don't know why but when i use the quest message nothing is shown,but when i use the game text it works fine.
     
  4. Arnadath

    Arnadath

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    To use the Quest message, i think you must be in Single player mode bt im not sure. Anyway better use the display to all guys that he left command
     
  5. reason 3

    reason 3

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    Yeah,this is what i did now,but in the first place i wanted to do it the the Quest Message,but didn't work.
     
  6. -Berz-

    -Berz-

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    Because it's a quest message. And game message should work just fine for such things.
     
  7. EpixBelongToMe

    EpixBelongToMe

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    if you look into the function list of the jasshelper marcelo's answer is the point
    the only difference is a played sound
     
  8. Cokemonkey11

    Cokemonkey11

    Wurst Reviewer

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    Code (vJASS):

    function DisplayTextToForce takes force toForce, string message returns nothing
        if (IsPlayerInForce(GetLocalPlayer(), toForce)) then
            // Use only local code (no net traffic) within this block to avoid desyncs.
            call DisplayTextToPlayer(GetLocalPlayer(), 0, 0, message)
        endif
    endfunction
     


    Code (vJASS):

    function QuestMessageBJ takes force f, integer messageType, string message returns nothing
        if (IsPlayerInForce(GetLocalPlayer(), f)) then
            // Use only local code (no net traffic) within this block to avoid desyncs.

            if (messageType == bj_QUESTMESSAGE_DISCOVERED) then
                call DisplayTimedTextToPlayer(GetLocalPlayer(), 0, 0, bj_TEXT_DELAY_QUEST, " ")
                call DisplayTimedTextToPlayer(GetLocalPlayer(), 0, 0, bj_TEXT_DELAY_QUEST, message)
                call StartSound(bj_questDiscoveredSound)
                call FlashQuestDialogButton()

            elseif (messageType == bj_QUESTMESSAGE_UPDATED) then
                call DisplayTimedTextToPlayer(GetLocalPlayer(), 0, 0, bj_TEXT_DELAY_QUESTUPDATE, " ")
                call DisplayTimedTextToPlayer(GetLocalPlayer(), 0, 0, bj_TEXT_DELAY_QUESTUPDATE, message)
                call StartSound(bj_questUpdatedSound)
                call FlashQuestDialogButton()

            elseif (messageType == bj_QUESTMESSAGE_COMPLETED) then
                call DisplayTimedTextToPlayer(GetLocalPlayer(), 0, 0, bj_TEXT_DELAY_QUESTDONE, " ")
                call DisplayTimedTextToPlayer(GetLocalPlayer(), 0, 0, bj_TEXT_DELAY_QUESTDONE, message)
                call StartSound(bj_questCompletedSound)
                call FlashQuestDialogButton()

            elseif (messageType == bj_QUESTMESSAGE_FAILED) then
                call DisplayTimedTextToPlayer(GetLocalPlayer(), 0, 0, bj_TEXT_DELAY_QUESTFAILED, " ")
                call DisplayTimedTextToPlayer(GetLocalPlayer(), 0, 0, bj_TEXT_DELAY_QUESTFAILED, message)
                call StartSound(bj_questFailedSound)
                call FlashQuestDialogButton()

            elseif (messageType == bj_QUESTMESSAGE_REQUIREMENT) then
                call DisplayTimedTextToPlayer(GetLocalPlayer(), 0, 0, bj_TEXT_DELAY_QUESTREQUIREMENT, message)

            elseif (messageType == bj_QUESTMESSAGE_MISSIONFAILED) then
                call DisplayTimedTextToPlayer(GetLocalPlayer(), 0, 0, bj_TEXT_DELAY_MISSIONFAILED, " ")
                call DisplayTimedTextToPlayer(GetLocalPlayer(), 0, 0, bj_TEXT_DELAY_MISSIONFAILED, message)
                call StartSound(bj_questFailedSound)

            elseif (messageType == bj_QUESTMESSAGE_HINT) then
                call DisplayTimedTextToPlayer(GetLocalPlayer(), 0, 0, bj_TEXT_DELAY_HINT, " ")
                call DisplayTimedTextToPlayer(GetLocalPlayer(), 0, 0, bj_TEXT_DELAY_HINT, message)
                call StartSound(bj_questHintSound)

            elseif (messageType == bj_QUESTMESSAGE_ALWAYSHINT) then
                call DisplayTimedTextToPlayer(GetLocalPlayer(), 0, 0, bj_TEXT_DELAY_ALWAYSHINT, " ")
                call DisplayTimedTextToPlayer(GetLocalPlayer(), 0, 0, bj_TEXT_DELAY_ALWAYSHINT, message)
                call StartSound(bj_questHintSound)

            elseif (messageType == bj_QUESTMESSAGE_SECRET) then
                call DisplayTimedTextToPlayer(GetLocalPlayer(), 0, 0, bj_TEXT_DELAY_SECRET, " ")
                call DisplayTimedTextToPlayer(GetLocalPlayer(), 0, 0, bj_TEXT_DELAY_SECRET, message)
                call StartSound(bj_questSecretSound)

            elseif (messageType == bj_QUESTMESSAGE_UNITACQUIRED) then
                call DisplayTimedTextToPlayer(GetLocalPlayer(), 0, 0, bj_TEXT_DELAY_UNITACQUIRED, " ")
                call DisplayTimedTextToPlayer(GetLocalPlayer(), 0, 0, bj_TEXT_DELAY_UNITACQUIRED, message)
                call StartSound(bj_questHintSound)

            elseif (messageType == bj_QUESTMESSAGE_UNITAVAILABLE) then
                call DisplayTimedTextToPlayer(GetLocalPlayer(), 0, 0, bj_TEXT_DELAY_UNITAVAILABLE, " ")
                call DisplayTimedTextToPlayer(GetLocalPlayer(), 0, 0, bj_TEXT_DELAY_UNITAVAILABLE, message)
                call StartSound(bj_questHintSound)

            elseif (messageType == bj_QUESTMESSAGE_ITEMACQUIRED) then
                call DisplayTimedTextToPlayer(GetLocalPlayer(), 0, 0, bj_TEXT_DELAY_ITEMACQUIRED, " ")
                call DisplayTimedTextToPlayer(GetLocalPlayer(), 0, 0, bj_TEXT_DELAY_ITEMACQUIRED, message)
                call StartSound(bj_questItemAcquiredSound)

            elseif (messageType == bj_QUESTMESSAGE_WARNING) then
                call DisplayTimedTextToPlayer(GetLocalPlayer(), 0, 0, bj_TEXT_DELAY_WARNING, " ")
                call DisplayTimedTextToPlayer(GetLocalPlayer(), 0, 0, bj_TEXT_DELAY_WARNING, message)
                call StartSound(bj_questWarningSound)

            else
                // Unrecognized message type - ignore the request.
            endif
        endif
    endfunction
     


    That's the difference.
     
  9. reason 3

    reason 3

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    wow....i think i got it,i'll just use the game text :) thx to all!and +rep.