Drive By Float Text.....
Débuté par
Knight_Shield
, nov. 05 2010 06:23
#1
Posté 05 novembre 2010 - 06:23
I would like to slow the float text down some..it seems to wiz by.
#2
Posté 05 novembre 2010 - 07:52
Don't use FloatingText but rather, SpeakString.
Floating text is the worst kind of text a builder can use for descriptive sections because it zips on by so quickly. A player who hides the HUD will then need to unhide it to read the message.
SpeakString over the head of the character will last longer.
FP!
Floating text is the worst kind of text a builder can use for descriptive sections because it zips on by so quickly. A player who hides the HUD will then need to unhide it to read the message.
SpeakString over the head of the character will last longer.
FP!
#3
Posté 05 novembre 2010 - 08:25
I really like the float text ..but you have a good point.I forgot that people play with the Hud hidden.
I will give the speakstring a try.
I will give the speakstring a try.
#4
Posté 05 novembre 2010 - 11:58
edit............cancel.
Modifié par Builder_Anthony, 06 novembre 2010 - 12:02 .
#5
Posté 06 novembre 2010 - 02:09
Use a different color. I don't rely on the floating aspect but instead the color (i.e., white).
#6
Posté 06 novembre 2010 - 10:14
When I use a FloatingText color is always added. But I never knew that SpeakString could be used over a players head. I assuming that SpeakString is applied as if you were using FloatingText?
#7
Posté 06 novembre 2010 - 12:36
What we do is besides adding color as suggested is we add a sound to elt know players know something happened, we added it to also play in their combat screen so they can go back and a floaty text.
And we defined the colors so each color lets players know what they saw/missed.
And we defined the colors so each color lets players know what they saw/missed.





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