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RX78Spyro

How to add a Screen text at the start and the end of a level?

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Good morning, evening,

 

I'm making a map, which I finished, and I'm adding the details.

I want to add a text screen which will explain the backstory of the map played when you begin the level and also a end text screen too to congratulate the player when he finishes the level.

What I know is that i'll have to create a script for it, if i'm correct, but after that I don't know how to do it.

How can I make it?

 

Thanks for the help.

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Not sure if it's exactly what you're looking for, but I recommend looking at the print function and the HudMessage function on the zdoom wiki.

I personally recommend the latter, however, as It's more flexible albeit less straightforward to use.

 

I hope that helped in at least some way.

 

Looking forward to seeing your finished map!

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10 hours ago, Valgilton said:

Not sure if it's exactly what you're looking for, but I recommend looking at the print function and the HudMessage function on the zdoom wiki.

I personally recommend the latter, however, as It's more flexible albeit less straightforward to use.

 

I hope that helped in at least some way.

 

Looking forward to seeing your finished map!

Hey,
 

I have to be honest, but I didn't understand everything on the links you sent to me (i'm a newbie considering coding and scripting).

For what I did, with the help of the first part of the tutorial of Chubzdoomer of the scripts, was to create 2 scripts which displays messages when the player gets certain items using the print function, which was deemed necessary.

 

Maybe what i want to do seems quite strange, but basically, I want to show a "briefing" at the start of the game, but using the print function isn't quite right, since I show a wall of text to explain what's the backstory of the map, and using print will only let it for a short time before it disappears.

 

Your post helped me making those scripts, thank you for that.

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31 minutes ago, Empyre said:

If you want text before and/or after the map, maybe this will help:

https://zdoom.org/wiki/MAPINFO/Cluster_definition

So, I checked the link and I made a cluster in the MAPINFO entry to test, which looks like this :

cluster 1
{
	Flat = "FLOOR4_8"
	Music = "D_READ_M"
	Entertext = "TEst."
	ExitText = "You win."
}

I used the example provided in the site for the Flat and music part, but It does not make it show a message when I start up the map (the entertext part).

Did I do something wrong here, or is it lacking for a specific information or maybe I didn't understand the purpose of this cluster?

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3 minutes ago, UndeadRyker said:

Is your map defined with its own block in mapinfo and is the cluster property set to one?


map MAP01 "blahblah"
{
	next = "MAP02"
	secretnext = "MAP02"
	sky1 = "RSKY1"
	cluster = 1
	par = 123
}

https://zdoom.org/wiki/MAPINFO/Map_definition

The map isn't defined, the only thing that the MAPINFO contained by now was :

- The cluster, property set to 1;

- A gameinfo which just contains a playerclasses line.

 

So I have to define the map before adding the cluster, right?

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I think I found a way for what I want to do.

 

Using UndeadRyker's code he provided in his answer and with the answers of Nevander in this thread :

I did this in the MAPINFO, I had to do another dummy map (MAP00) for it to work.

map MAP00 "Briefing"
{
	NoIntermission
	NoAutosaveHint
	next = "MAP01"
	secretnext = "MAP01"
	sky1 = "RSKY1"
	cluster = 1
	par = 123
}

map MAP01 "Tartarum Incursus"
{
	next = "MAP02"
	secretnext = "MAP02"
	sky1 = "RSKY1"
	par = 123
}

cluster 1
{
	Flat = "FLOOR4_8"
	Music = "D_READ_M"
	ExitText = "Time to see if it works for real, this time."
}

What I have to figure out now is how to make the MAP00 the starter map when you launch it, it's still MAP01 for now...

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On 23/02/2018 at 6:14 AM, Empyre said:

You need to make an episode that starts with MAP00: https://zdoom.org/wiki/MAPINFO/Episode_definition

Here's a link to the main MAPINFO page: https://zdoom.org/wiki/MAPINFO

Thanks for the information, now I have made it, I added a episode def with the warptrans on the MAP00 and it works like a charm now.

Here's how the MAPINFO looks like now, with the briefing of the map done. (It's a bit long, sorry for that)


episode "&wt@00"
{
	Name = "Tartarum incursus"
	key = "t"
}


map MAP00 "Briefing"
{
	NoIntermission
	NoAutosaveHint
	Next = "MAP01"
	secretnext = "MAP01"
	sky1 = "RSKY1"
	cluster = 1
	par = 123
}

map MAP01 "Tartarum Incursus"
{
	next = "MAP02"
	secretnext = "MAP02"
	sky1 = "RSKY1"
	cluster = 2
	par = 123
}

cluster 1{
	Flat = "FLOOR4_8"
	Music = "D_READ_M"
	ExitText = "Good day, Soldier!",
	"",
	"This briefing will tell you what you have",
	"to know before going for this mission.",
	"",
	"One of our secret bases, located in the",
	"Tartarum Mountain, has been the theater of",
	"what appears to be a demonic invasion.",
	"",
	"The few reports we have recieved, seems",
	"to indicate that they want to acquire",
	"our latest project we're working on there.",
	"",
	"Your mission is simple:",
	"You must find the entrance of the base,",
	"eradicate the demon forces you find and",
	"secure the project for retrival later on.",
	"",
	"You can find a bunker located near the",
	"base, to get some additional firepower.",
	"",
	"Be brave, Soldier, and good luck.",
	"Sarge out!",
	"",
	"Jump is allowed and required."
}

cluster 2{
	Flat = "FLOOR4_8"
	Music = "D_READ_M"
	ExitText = "CONGRATULATIONS, you succesfully repelled",
			    "the demonic invasion.",
				"The project has been retrived and secured",
				"In another area, free of demons... For now.",
				"",
				"I hope you've had fun while playing the map.",
				"",
				"",
				"",
				"",
				"",
				"",
				"",
				"",
				"",
				"",
				"",
				"",
		
}

I also discovered that you have to add "", in order to have a bigger space done, like when you push enter 2 times (I don't know the english word for it).

 

That was quite interesting to learn how to do it, thanks for everyone for the help. :D

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