Loading Screen Text: Difference between revisions

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New page: It's common to add flavour text to a loading screen to help set the mood and give the player something to read while the map is loading. Mappers can now add a random selection of text, ...
 
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Mappers can now add a random selection of text, so players will see a different bit of text each time they load the map.
Mappers can now add a random selection of text, so players will see a different bit of text each time they load the map.


<nowiki>Use the following GUI event to read out the "gui::random_value" state variable. The event will be fired by the SDK code as soon as the random_value is set.
<math>Use the following GUI event to read out the "gui::random_value" state variable. The event will be fired by the SDK code as soon as the random_value is set.
 


[code]
  onNamedEvent OnRandomValueInitialised
  onNamedEvent OnRandomValueInitialised
  {
  {
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  }
  }
  }
  }
[/code]
 
(The indentation has been screwed by the forum code block). This is just an example supporting 10 different texts of roughly equal probability in a "TextLoading" windowDef. The "gui::random_value" will be in the range [0..1), so if you need more or less than 10 values as in the example, you need to adjust the if () clauses in the GUI code accordingly.</nowiki>
(The indentation has been screwed by the forum code block). This is just an example supporting 10 different texts of roughly equal probability in a "TextLoading" windowDef. The "gui::random_value" will be in the range [0..1), so if you need more or less than 10 values as in the example, you need to adjust the if () clauses in the GUI code accordingly.
</math>

Revision as of 20:53, 6 February 2010

It's common to add flavour text to a loading screen to help set the mood and give the player something to read while the map is loading.

Mappers can now add a random selection of text, so players will see a different bit of text each time they load the map.

<math>Use the following GUI event to read out the "gui::random_value" state variable. The event will be fired by the SDK code as soon as the random_value is set.


onNamedEvent OnRandomValueInitialised
{
if ("gui::random_value" < 0.1)
{
set "TextLoading::text" "Text1";
}
else if ("gui::random_value" < 0.2)
{
set "TextLoading::text" "Text2";
}
else if ("gui::random_value" < 0.3)
{
set "TextLoading::text" "Text3";
}
else if ("gui::random_value" < 0.4)
{
set "TextLoading::text" "Text4";
}
else if ("gui::random_value" < 0.5)
{
set "TextLoading::text" "Text5";
}
else if ("gui::random_value" < 0.6)
{
set "TextLoading::text" "Text6";
}
else if ("gui::random_value" < 0.7)
{
set "TextLoading::text" "Text7";
}
else if ("gui::random_value" < 0.8)
{
set "TextLoading::text" "Text8";
}
else if ("gui::random_value" < 0.9)
{
set "TextLoading::text" "Text9";
}
else
{
set "TextLoading::text" "Text10";
}
}

(The indentation has been screwed by the forum code block). This is just an example supporting 10 different texts of roughly equal probability in a "TextLoading" windowDef. The "gui::random_value" will be in the range [0..1), so if you need more or less than 10 values as in the example, you need to adjust the if () clauses in the GUI code accordingly. </math>