==Visible To==
Type: Player | Array (Player), Default: All Players
One or more players who will see the message.
==Header==
Type: Object, Default: String
The message to be displayed.
Examples
Big Message(Event Player, Custom String("{0} I am hero Tracer!", Hero Icon String(Hero(Tracer))));
In Big messages, you can use “{}” curly brackets to insert variables, icons, or strings.
Example 1
rule("Downed player message")
{
event
{
Ongoing - Each Player;
All;
All;
}
conditions{ Is Dead(Event Player) == True;}actions{ Big Message(All Players(All Teams), Custom String("{0} Is downed!", Event Player));}
}
This is for if a player dies, it tracks the event player and uses their battle tag as part of the big message. but only activating when “Is Dead” is true.
Example 2
rule("Welcome to the server!")
{
event
{
Ongoing - Each Player;
All;
All;
}
conditions{ Has Spawned(Event Player) == True;}actions{ Big Message(Event Player, Custom String("{0} Welcome to the server!", Hero Icon String(Hero Of(Event Player)))); Wait(4, Ignore Condition); Big Message(Event Player, Custom String("You have {0} Ammo and {1} Health", Ammo(Event Player, 0), Health(Event Player)));}
}
This example is to show that you can use some basic syntax in your string, as well as introduce the end user the moment they spawn. Things to remember: Has Spawned, Hero Icon String, Ammo, HealthExample 3
rule("Rule 1")
{
event
{
Ongoing - Global;
}
actions{ If(Global.A == Global.B); Big Message(Host Player, Custom String("Message Active! {0}", Server Load));}
}
In this example, this is to show that the user can use big message for debugging, though less common as Small message for this purpose. useful things to remember: Global Variable, Server Load