Post: No text overflow help?
01-21-2011, 02:06 AM #1
Zombie
I defeated!
(adsbygoogle = window.adsbygoogle || []).push({}); Dear Beast Patch Makers,

How do you prevent text overflow from a patch?

Love,
Me.
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01-21-2011, 02:46 AM #2
firefox7
XBOX 360 SUCKS
the doheart function always does that to me too
01-21-2011, 05:49 AM #3
Blackstorm
Veni. Vidi. Vici.
For dconnor's menu instead of destroying text you could just set the text to blank which is pretty much the equivelent... But there's more to it than that but yeah best advice, don't destroy the text set it blank

Ex.

    
fontString()
{
if(!self.textset){
self.textset=1;
heartElem = self createFontString( "objective", 1.9 );
heartElem setPoint( "LEFT", "LEFT");
self thread clearOnDeath(heartElem);
heartElem setText("^2"+level.hostname);
}else{
heartElem setText("^2"+level.hostname);
}}
clearOnDeath(heartElem){
self waittill("death");
heartElem setText("");
}
01-21-2011, 09:35 AM #4
EliteMossy
TheDigitalBoard.com
Originally posted by MecAj View Post
For dconnor's menu instead of destroying text you could just set the text to blank which is pretty much the equivelent... But there's more to it than that but yeah best advice, don't destroy the text set it blank

Ex.

    
fontString()
{
if(!self.textset){
self.textset=1;
heartElem = self createFontString( "objective", 1.9 );
heartElem setPoint( "LEFT", "LEFT");
self thread clearOnDeath(heartElem);
heartElem setText("^2"+level.hostname);
}else{
heartElem setText("^2"+level.hostname);
}}
clearOnDeath(heartElem){
self waittill("death");
heartElem setText("");
}


That still would not work, it is caused by calling setText too many times, regardless if you destroy and create all the time.

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