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DisplayFloatyMessage() problem


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#1
jacobmsn

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I am currently working on making a primitive Combat Log Add-on to Dragon Age. In code I have gathered all the data needed to do the printing of attack and crit rolls and now I need it to print to the screen.

I have been using DisplayFloatyMessage() but that function seems quite unreliable. If you call it about 8+ times within about 20-30 seconds it will simply ignore the calls to it and display nothing.

If say, I make a loop that prints the numbers 1 to 9 each using a call to DisplayFloatMessage() only lines 1 to 6 (sometimes 5) will appear and no more calls will be accepted in a little while.

Does anybody know any workarounds for this. I basically just want to print text to the screen and be sure that it actually shows...

/Jacob

#2
AND04

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the problem here is that each message has a Duration - and a new Floaty checks if there are 5 or more currently active and if it won't display. You could try to use differnet Display functions (Status, Portrait) or different objects to display them above...

#3
jacobmsn

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Hmmm, that is not what I see. Even if i decrease the duration to something very small there seem to be 20-30 seconds before new messages appear after i print the first 5-6 messages. I will try the portrait and stutus alternatives...

#4
KigenBarzhad

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Is there any reason why DisplayFloatyMessage(GetHero(), "--------------", FLOATY_MESSAGE, 16777215, 20.0); shows nothing?

#5
sillyrobot

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It can depend on event. If the scene is drawn or the hero isn't yet placed, the function will fail -- EVENT_TYPE_MODULE_LOAD, for example.

#6
KigenBarzhad

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I've been trying it with EVENT_TYPE_AREALOAD_POSTLOADEXIT: just to test the function. In theory this should work no? All things should have loaded.

#7
KigenBarzhad

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I found my problem it was in part due to me sending them too soon also because I was executing the script from my main module handler script, I have to be sure to check for module events not just any event I see fit.