by Kinsie » Wed May 30, 2007 5:08 am
In the Strife system, to my knowledge, it is possible to script game messages to appear in the top left (or top center, if we're talking raven games here) - look at the guy who gives you information for money in Strife MAP02 for example.
What I'm wondering about is a method of doing the same thing in ACS. Here's a basic example of what I'm thinking about:
GameMsg(string, filter level for the message filter in display options)
Code: Select all
script 99 (void)
{
AmbientSound("items/quadwearingoff", 127);
GameMsg("Quad Damage is running out...", Item);
}
Using this, game-relevant information like powerups running out and class-specific stuff could be kept alongside the game messages (a-la Quake) if the modder wished, while plot and level-related stuff could use the usual Print commands.
So, is this way too much work for something too small, or unfeasable, or am I just stupid and there's already some obscure way of doing this?
In the Strife system, to my knowledge, it is possible to script game messages to appear in the top left (or top center, if we're talking raven games here) - look at the guy who gives you information for money in Strife MAP02 for example.
What I'm wondering about is a method of doing the same thing in ACS. Here's a basic example of what I'm thinking about:
GameMsg(string, filter level for the message filter in display options)
[code]script 99 (void)
{
AmbientSound("items/quadwearingoff", 127);
GameMsg("Quad Damage is running out...", Item);
}[/code]
[img]http://xs215.xs.to/xs215/07223/quadwearingoff.png[/img]
Using this, game-relevant information like powerups running out and class-specific stuff could be kept alongside the game messages (a-la Quake) if the modder wished, while plot and level-related stuff could use the usual Print commands.
So, is this way too much work for something too small, or unfeasable, or am I just stupid and there's already some obscure way of doing this?