Display Text Message prints a message on screen. There is no separate setting for colour or alignment - you put control codes inside the string itself, and each one applies to everything after it.
DisplayText("\x13\x03레벨 업! \x04현재 레벨: 12");| \x02 | Periwinkle, the default when no code is given. |
|---|---|
| \x03 | Yellow |
| \x04 | White |
| \x05 | Grey |
| \x06 | Red |
| \x07 | Lime |
| \x08 | Player 1 red |
| \x0E | Player 2 blue |
| \x0F | Player 3 teal |
| \x10 | Player 4 purple |
| \x11 | Player 5 orange |
| \x15 | Player 6 brown |
| \x16 | Player 7 white |
| \x17 | Player 8 yellow |
| \x18 | Player 9 green |
| \x19 | Player 10 lemon |
| \x1B | Player 11 peach |
| \x1C | Player 12 royal blue |
| \x1D | Player 13 asparagus |
| \x1E | Player 14 deep periwinkle |
| \x1F | Player 15 cyan |
The “Player N” names are just labels - anyone can use any of them and the colour is the same. In practice most maps live on \x04 white, \x07 lime, \x1F cyan and \x03 yellow.
| \x01 | Return to the second-to-last colour used on this line. |
|---|---|
| \x09 | Tab, for lining columns up. |
| \x0A | Newline. |
| \x0C | Acts as a line break in game. |
| \x0D | Carriage return, normally paired with \x0A. |
| \x12 | Right-align everything that follows. |
| \x13 | Centre-align everything that follows. |
| \x14 | Render the text invisible; overrides colour codes. |
Multi-line panels are usually built by centring with \x13 and breaking lines with \r\n - that is what the long strings in the EPScript examples are doing.
A message goes only to the player running the trigger; for an announcement, list every player. And printing from a trigger that runs every cycle pushes the previous message off screen faster than anyone can read it.
The briefing screen uses a different colour set. UMS work almost never touches it, so the in-game table is all you need.
