Question:
I have 3 separate blocks of text I'd like to display, but would like to "clear" the screen before displaying each. Currently, the way it is setup now, the new text shoves the previous text to the top half of screen and truncates whatever doesn't fit and is a bit clunky in the mechanics/flow. How's the best way to accomplish what I want (3 messages w/o old messages displayed)? Or is there a better method I should use all together? Here's a pic of old remnants seen still above.
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[imgwh 640x480]http://img684.imageshack.us/img684/6692/camp02.png[/imgwh]
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Conditions:
Bring("Player 1", "Terran Firebat", "waylay01", At most, 0);
Actions:
Play WAV("staredit\\wav\\transmission.wav", 0);
Wait(300);
Center View("Transporter01");
Mute Unit Speech();
Transmission(blah blah);
Wait(800);
Unmute Unit Speech();
Set Switch("Change to enemy", set);
Comment("Last carver destroyed center view on All Seeing One");
}
//-----------------------------------------------------------------//
Trigger("Player 7"){
Conditions:
Switch("Change to enemy", set);
Bring("Player 7", "Men", "Transporter01", At least, 1);
Actions:
Center View("Transporter01");
Display Text Message(blah blah);
Wait(9000);
Display Text Message(blah blah);
Wait(5000);
Give Units to Player("Player 12", "Player 7", "Zerg Ultralisk Cavern", All, "Transporter01");
Play WAV("staredit\\wav\\transmission.wav", 0);
Display Text Message(blah blah);
Wait(6000);
}
.wavs imported into my map seem really muted? I had to crank up the DB's in audacity to get a decent effect. Is this normal?