• Listen to a special audio message from Bill Roper to the Hive Workshop community (Bill is a former Vice President of Blizzard Entertainment, Producer, Designer, Musician, Voice Actor) 🔗Click here to hear his message!
  • Read Evilhog's interview with Gregory Alper, the original composer of the music for WarCraft: Orcs & Humans 🔗Click here to read the full interview.
  • The Hive's 22nd Icon Contest: Creep Abilities is now concluded, time to vote for your favourite set of icons! Click here to vote!
  • ✅ The POLL for Hive's Texturing Contest #34 is OPEN! Vote for the TOP 3 SKINS! 🔗Click here to cast your vote!
  • ✅ The POLL for Hive's Techtree Contest #20 is OPEN! Vote for the TOP 3 FACTIONS! 🔗Click here to cast your vote!

Message Conditions

Status
Not open for further replies.
Level 4
Joined
Feb 5, 2020
Messages
51
Is there a way to add a condition that prevents a message from being activated if there's already a bunch of messages being displayed? I have this map where killing certain targets gives a reward, however potentially you could kill several quest targets at the same time spamming the message board. This is more a precaution then a necessity.
 
If Then Else statements are used to run Actions only if certain Conditions are met.

So the logic would be: If My Condition is Equal to (True/False) then Display text message.

For this particular situation you could use a Boolean variable as your condition to prevent the messages from being displayed and a Timer to then reenable the messages after X seconds has passed.

So whenever you want to display a message you would do something like this:
  • Actions
  • If SkipTextMsg is Equal to False then do Actions:
    • Game - Display your text message / Quest message
    • Set Variable SkipTextMsg = True
    • Countdown Timer - Start SkipMsgTimer as a one-shot timer that will expire in 5.00 seconds
After 5.00 seconds the SkipMsgTimer will expire and set SkipTextMsg to False again which will allow a new message to be displayed:
  • Events
    • Time - SkipMsgTimer expires
  • Actions
    • Set Variable SkipTextMsg = False
Note that this single Timer/Boolean approach means it will be shared between all players. You may want to give each player their own Timer/Boolean depending on how your map works. Also, note that when you Start a one-shot Timer that is already running it will simply restart the Timer.
 
Last edited:
Status
Not open for further replies.
Back
Top