Is there any way to do this? I'd imagine so, maybe use a script to create it with a certaint orientation, text, and height, and remove the old one when needed?
Also another related thing, how to call up the party's heroes names, and put them on said wall text?
Use code to label wall text?
Re: Use code to label wall text?
Spawning a text wall via script:
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-- spawn( [object] , [level] , [X] , [Y] , [facing] , [elevation] , [optional object id] )
:setWallText( [text string] )
Code: Select all
--build text from champion names, for the wall.
heroes = ""
for x = 1,4 do
if party.party:getChampion(x):getEnabled() then
heroes = heroes.."\n"..party.party:getChampion(x):getName()
end
end
--create the wall_text.
spawn("dungeon_wall_text", 1, 15, 15, 2, 0).walltext:setWallText( heroes )
-- spawn( [object] , [level] , [X] , [Y] , [facing] , [elevation] , [optional object id] )
:setWallText( [text string] )
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barronvonburp
- Posts: 30
- Joined: Mon Jul 13, 2015 7:41 am
Re: Use code to label wall text?
Couple of questions: One how do I add something before the heroes names on the wall, [s]<s>and what does "level" reference in spawn?</s>[/s] -- Tried to strikethrough, did not work. I figgured out the level thing.
Re: Use code to label wall text?
Two dashes are used to comment out a line; the interpreter ignores the line.barronvonburp wrote:Couple of questions: One how do I add something before the heroes names on the wall, [s]<s>and what does "level" reference in spawn?</s>[/s] -- Tried to strikethrough, did not work. I figgured out the level thing.
To add text before the names is very easy in this case. Simply change the heroes variable from " " to whatever text you want.
Code: Select all
heroes = "Custom Message"