View Full Version : New color codes (1.14 or higher)
SuperPikachu2007
08-22-2006, 12:02 AM
Using in-game text colors
Lite blue 1, lite blue 2, yellow, white, gray, lime green, red, invisible
In-game Player text colors
Red, blue, teal, purple, orange, brown, white, yellow, green, tan, pale yellow 1, dark aqua, pale green, blueish grey, pale yellow 2, cyan, black.
Holocaust
08-22-2006, 12:09 AM
Dude, everyone who's played on BNET knows that...
That's 99% of people here on WB
This shit you're posting, it's old news Buddy
EvilEmpire
08-22-2006, 5:41 AM
Dude, everyone who's played on BNET knows that...
That's 99% of people here on WB
This shit you're posting, it's old news Buddy
Maybe he wants to say that these can be applyed in maps? Or maybe not..:rolleyes:
Spdstr
08-22-2006, 10:55 AM
... MAPS + MODs Depot, he did some work I DIDNT HAVE TO DO, so I'm happy! ^.^
Good job ;).
~ Clint
JarquaFelmu
08-22-2006, 3:48 PM
What are those codes? I really would like to know them.
The codes as I understand them are simply tags containing the relevant number before the text you wish to colorize, as in <3>u r t3h n00bz
BSTRhino
08-22-2006, 6:09 PM
If I'm guessing right, I think he means that light blue 1 is now red, light blue 2 is now blue, yellow is now teal, and so on. I wouldn't be surprised if all the colour codes changed in 1.14.
If I'm guessing right, I think he means that light blue 1 is now red, light blue 2 is now blue, yellow is now teal, and so on. I wouldn't be surprised if all the colour codes changed in 1.14.
I don't know about you fellas but am hoping that y'all are reminded that in most editors (SCXE n' SCMDraft 2 at least) the colour codes were different for the triggers, forces and so on? Maybe this is the case as well? *Further testing required* :confused:
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