Help with Using Game_Text on Flag Capture

FernFerret

L2: Junior Member
Mar 25, 2008
52
16
Hello everyone, I am trying to get the game_text to fire when a flag is captured, but I am unable. I did test it with a door trigger and it works fine, is there any reason it should not work when a flag is captured?

Thanks,
Fernferret
 

Pseudo

L6: Sharp Member
Jan 26, 2008
319
150
Game_text has a flag that you can check, "All Players". If that is not checked, the text will only show for the activator of the game_text. With a trigger_multiple's OnStartTouch, the player that touches the trigger is the activator. With a item_teamflag's OnCapture, it would make sense that the player would be the activator but in fact the flag is considered the activator for some reason.

So you have a couple options. If you want everybody to see the text, just check the "All Players" option. If you want only one team to see the text, use a game_text_tf. Game_text_tf actually looks nicer than game_text so you should consider using it instead of game_text for a message to all players. If you really only want the player who captured the flag to see the message, that might be a little trickier, but I think it could be rigged up somehow.
 

FernFerret

L2: Junior Member
Mar 25, 2008
52
16
Ah ok i understand what you are saying about the activator, but I was unable to get it to work with all players. Another option would be to show the text always near the top, I have read some posts on here and read that it's possible but I was unable to get that to work also, i think the example i was looking at was koth_corperate, which is if i'm not mistaken your map (looks great). So what function did you use to get the text to display x seconds apart?

I will try the all team function, but i'm not sure that will work, if the flag is the activator, will the "all players" fire to the "flag players" (if that makes sense to anyone) rather than the game players?

Thank you so much,
FernFerret


Ok so apparently i'm an idiot, because I must have simply not tried the broadcast to all users when i was using a logic gate to trigger events because that worked perfectly, although I would be interested on any ideas regarding indivual displaying of text, i was thinking a moving trigger zone, but that seems messy.
 
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TotalMark

L6: Sharp Member
Feb 13, 2008
331
78
As far as displaying text constantly, you could try to keep firing Display with a logic_timer.
 

WarMecha

L2: Junior Member
Feb 10, 2008
64
12
If you really want to acomplish this take a look at
this tutorial. Instead of triggering a door, you could trigger a game_text instead. A lot of work just for one message though...
 

FernFerret

L2: Junior Member
Mar 25, 2008
52
16
Soulution found

Well the final solution that I found was to create a trigger zone that would start deactivated, when the logic decided which capture zone was selected, the trigger_multiple would enable thus allowing the activator to be the user, not the intelligence as Pseudo stated. It works perfectly, all thanks to Pseudo. And yes i got the logic_timer working perfectly.

Sidenote: for those of you interested and reading this thread, i will be posting soon some "Capture Zone" Editions of the "Battlements"/"Intelligence"/"Resupply" signs so look for those soon, now that I have this problem worked out.

Thank you all for your quick replies and helpful advice.
FernFerret