# Set Next Loading Screen Text Position
Grammar — Move the next loading screen’s Text to (offsetX, offsetY) relative to anchor of screen with width width and height height
Flags —Native
|Action
Adjusts the text position of the next loading screen if transitioning to a new map from the current one.
# Arguments
int
[ preset::Anchor ] — Anchorint
— OffsetXint
— OffsetYint
— Widthint
— Height
Returns — void
native void UISetNextLoadingScreenTextPosition(
int anchor,
int offsetX,
int offsetY,
int width,
int height,
);
# Related
Category: UI / Transitions
- [F] —
void
— Set Next Movie — ( MoviePlayAfterGame ) - [F] —
void
— Set Next Loading Screen — ( UISetNextLoadingScreen ) - [F] —
void
— Set Next Loading Screen Image Scale — ( UISetNextLoadingScreenImageScale ) - [F] —
void
— Set Next Loading Screen Text Position — ( UISetNextLoadingScreenTextPosition ) - [F] —
void
— Set Restart Loading Screen Tip — ( UISetRestartLoadingScreen ) - [F] —
void
— Game Credits Finished — ( TriggerAddEventGameCreditsFinished )
# Examples
# campaigns/libertystory.sc2campaign
// L8405
UISetNextLoadingScreenTextPosition(c_anchorTop, 0, 250, 750, 400)
// L8414
UISetNextLoadingScreenTextPosition(c_anchorTopLeft, 50, 250, 750, 400)
// L8468
UISetNextLoadingScreenTextPosition(c_anchorTopLeft, 40, 60, 1100, 400)
# campaigns/swarmstory.sc2campaign
// L13234
UISetNextLoadingScreenTextPosition(c_anchorTopLeft, lv_offsetX, lv_offsetY, CatalogFieldValueGetAsInt(c_gameCatalogMap, (lp_nextMap), "LoadingTextWidth", c_playerAny), CatalogFieldValueGetAsInt(c_gameCatalogMap, (lp_nextMap), "LoadingTextHeight", c_playerAny))
# campaigns/voidstory.sc2campaign
// L6886
UISetNextLoadingScreenTextPosition(c_anchorTopLeft, lv_offsetX, lv_offsetY, CatalogFieldValueGetAsInt(c_gameCatalogMap, (lp_nextMap), "LoadingTextWidth", c_playerAny), CatalogFieldValueGetAsInt(c_gameCatalogMap, (lp_nextMap), "LoadingTextHeight", c_playerAny))
# mods/missionpacks/campaigncommon.sc2mod
// L3040
UISetNextLoadingScreenTextPosition(c_anchorTopLeft, lv_offsetX, lv_offsetY, CatalogFieldValueGetAsInt(c_gameCatalogMap, (lp_nextMap), "LoadingTextWidth", c_playerAny), CatalogFieldValueGetAsInt(c_gameCatalogMap, (lp_nextMap), "LoadingTextHeight", c_playerAny))
# mods/voidprologue.sc2mod
// L6362
UISetNextLoadingScreenTextPosition(c_anchorTop, lv_offsetX, lv_offsetY, CatalogFieldValueGetAsInt(c_gameCatalogMap, (lp_nextMap), "LoadingTextWidth", c_playerAny), CatalogFieldValueGetAsInt(c_gameCatalogMap, (lp_nextMap), "LoadingTextHeight", c_playerAny))
// L6365
UISetNextLoadingScreenTextPosition(c_anchorTopLeft, lv_offsetX, lv_offsetY, CatalogFieldValueGetAsInt(c_gameCatalogMap, (lp_nextMap), "LoadingTextWidth", c_playerAny), CatalogFieldValueGetAsInt(c_gameCatalogMap, (lp_nextMap), "LoadingTextHeight", c_playerAny))