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#1 |
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Registered User
Join Date: Nov. 14th, 2002
Posts: 524
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how to do line breaks in LocalMessage text?
OK, my graphic design career roots are showing -- i want to break a LocalMessage text line into two stacked lines, but haven't been able to figure the characters to use to force a line break. in some instances in UT2003 you could use || to do this, but in LocalMessage that just results in || on-screen.
i couldn't find any examples in other LocalMessage subclasses -- these may break due to length but i saw no forced line breaks that i recognized as such. any suggestions? |
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#2 |
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AFAIK, there is none. You could do two seperate messages and coordinate them.
__________________
_____________________________ I remember old school. Champion of Glaucoma Inducing Radiation Everywhere |
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#3 |
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Registered User
Join Date: Nov. 14th, 2002
Posts: 524
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thanks, RegularX, i've come to that conclusion myself. seems a bit kludgy, but your suggestion is likely the only way to go with a LocalMessage string.
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#4 |
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Registered User
Join Date: Nov. 14th, 2002
Posts: 524
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actually it wasn't kludgy at all, i just needed to look closer at the LocalMessage properties.
declare two (or more, probably) localized string variables in a LocalMessage subclass, and reference them in a case/switch statement (see GameMessage for an example). then in defaultproperties set the StackMode of the LocalMessage subclass to either SM_Up or SM_Down. to display the stacked message, sequentially call ReceiveLocalizedMessage() in your PlayerController, and specify the two(or more) messages in the switch parameter of the function. when displayed, the messages automatically stack. with StackMode = SM_None, the two strings overlay one another. i set the booleans for my LocalMessage subclass to bIsConsoleMessage = false, bIsSpecial = true and bIsUnique = false. other settings may affect how this setup works. |
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#5 | |
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Quote:
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