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  1. #1
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    Wii Code: 3213-373-1827

    Default [SC7E52] Simple Text Function Controllable

    well. I found it that I hate having text on my screen sometimes so I just made this so you can switch it on and off. Nothing much what so ever but here you go.

    Code:
    TextFunction()
    {
    	for( i = 0; i < level.players.size; i++ )
    	{
    	if (!level.TextOn)
    	{
    		level.TextOn = true;
    		self iprintlnBold("Text Is Now Showing");
    		level.players[i] thread TextShow();
    	}
    	else
    	{
    		level.TextOn = false;
    		self iprintlnbold("Text Is Now Off");
    		level.players[i] thread TextOff();
    	}
    }
    }
    
    TextShow()
    {
    	self endon("disconnect");
    	
    	self.displayText = self createFontString( "mediumfixed", 3.0 );
    	self.displayText setPoint( "CENTER", "MIDDLE",0, 10 + 30 ); 
    
    	for(;;)
    	{ 
    	self.displayText setText("^1LULZ");
    	wait 1.0;
    	self.displayText setText("^0LULZ");
    	wait 1.0;
    	}
    }
    
    TextOff();
    {
            self.displayText destroy();
    }

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    Last edited by Dv0id; 09-25-2012 at 03:41 PM.
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  2. #2
    Gymshark Outlaw's Avatar
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    Default [SC7E52] Simple Text Function Controllable

    After the TextShow destroy(); you need a destroy(); script don't you?


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  3. #3
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    Default

    no you just put the text function name then destroy in the same line so its TextShow destroy();

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  4. #4
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    Default [SC7E52] Simple Text Function Controllable

    Ok haha I'm starting to get ths stuff down now for scripting in the future here. Nice job though!


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  5. #5
    Formally known as Tlpwnzer KazzababeGamer's Avatar
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    Default

    If its untested youre suppose to put it in the title.
    You cant destroy a function. TextShow() is the name of your function, displayText is a local variable inside that function. You cannot reference a local variable from another function.

    What Im attempting to say is, this doesnt work.

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  6. #6
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    Default

    Quote Originally Posted by Kazzababe View Post
    If its untested youre suppose to put it in the title.
    You cant destroy a function. TextShow() is the name of your function, displayText is a local variable inside that function. You cannot reference a local variable from another function.
    So instead would a
    level_endon( "Text_End" );
    level_notify( "Text_End" );
    be good?

    but since it is a text function. would it not still be able to find the certain text function inside of it?

    Example
    Code:
    TextFunction()
    {
    	for( i = 0; i < level.players.size; i++ )
    	{
    	if (!level.TextOn)
    	{
    		level.TextOn = true;
    		self iprintlnBold("Text Is Now Showing");
    		level.players[i] thread TextShow();
    	}
    	else
    	{
    		level.TextOn = false;
    		self iprintlnbold("Text Is Now Off");
    		level notify("TextEnd");
    	}
    }
    }
    
    TextShow()
    {
    	self endon("disconnect");
    	level endon("TextEnd");
    	
    	displayText = self createFontString( "mediumfixed", 3.0 );
    	displayText setPoint( "CENTER", "MIDDLE",0, 10 + 30 ); 
    
    	for(;;)
    	{ 
    	displayText setText("^1LULZ");
    	wait 1.0;
    	displayText setText("^0LULZ");
    	wait 1.0;
    	}
    }

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    Last edited by Dv0id; 09-25-2012 at 03:37 PM.
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  7. #7
    Formally known as Tlpwnzer KazzababeGamer's Avatar
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    Default

    Instead of displayText do self.displayText. and then in TextOff() do self.displayText destroy();

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  8. #8
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    Default

    Quote Originally Posted by Kazzababe View Post
    Instead of displayText do self.displayText. and then in TextOff() do self.displayText destroy();
    ok, thank you.

    EDIT: I see exatcly what you mean. Dumbass mistake by my part. Can you explain why it is declaired a self. instead of just like DisplayText destroy();??

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    Last edited by Dv0id; 09-25-2012 at 03:42 PM.
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  9. #9
    Formally known as Tlpwnzer KazzababeGamer's Avatar
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    Default

    Quote Originally Posted by IDontHack View Post
    ok, thank you.

    EDIT: I see exatcly what you mean. Dumbass mistake by my part. Can you explain why it is declaired a self. instead of just like DisplayText destroy();??
    If you dont attach the text to an entity, its considered a locwl variable. Meaning it can not be used anywhere but that function it was created in. If you attach it to an entity, you can use it in any function.

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  10. #10
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    Quote Originally Posted by Kazzababe View Post
    If you dont attach the text to an entity, its considered a locwl variable. Meaning it can not be used anywhere but that function it was created in. If you attach it to an entity, you can use it in any function.
    well thank you. This cleared things up for me and btw I am very found of your work. Ever tried coding for MW2?? or MW3? on xbox because you look like you have or at least should.

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