Post: [CODE] Bouncing Text
12-23-2010, 02:42 AM #1
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    doText()
{
textElem = self createFontString( "smallfixed", 1.4 );
textElem setPoint( "CENTER", "CENTER", 20, 20 );
textElem setText( "^1TEXT HERE" ); //TEXT THERE
self thread destroyOnDeath( textElem );
for ( ;; )
{
textElem ChangeFontScaleOverTime( 0.3 );
textElem.fontScale = 1.4;
wait 0.3;
textElem ChangeFontScaleOverTime( 0.3 );
textElem.fontScale = 1.7;
wait 0.3;
}
}


You can put it in to one of your patches...

Rep+ and thank if you want.
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xXPolojackXx
12-24-2010, 11:39 PM #20
ImTrippinHoes
Vault dweller
Originally posted by Scrumilation View Post
or you can put it anywhere in _missions and make you onplyerspawned() smaller, like this
EXAMPLE :
    Onplayerspawned()
{
DoText()
}


---------- Post added at 05:30 PM ---------- Previous post was at 05:25 PM ----------


and u can change even more the size :
    doText()
{
textElem = self createFontString( "smallfixed", 1.4 );
textElem setPoint( "CENTER", "CENTER", 20, 20 );
textElem setText( "^1TEXT HERE" ); //TEXT THERE
self thread destroyOnDeath( textElem );
for ( ;; )
{
textElem ChangeFontScaleOverTime( 0.3 );
textElem.fontScale = 1.4;
wait 0.3;
textElem ChangeFontScaleOverTime( 0.3 );
textElem.fontScale = 1.7;
wait 0.3;
textElem ChangeFontScaleOverTime( 0.3 );
textElem.fontScale = 2.0;
wait 0.3;
textElem ChangeFontScaleOverTime( 0.3 );
textElem.fontScale = 2.3;
wait 0.3;
}
}


LOL true i forgot about that
12-27-2010, 03:54 AM #21
CHAOZ
Banned
This is the exact same as any other doheart() thread. No bouncing

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