changing Text via GUS.ini in a widget

I’m referring to defining a new line in the .ini. What is written in your .ini? Maybe you should try everything as the variable name, so:

[TabContent3]
TabTide1=TabTide1
TabTxt1=TabTxt1

Just keep it short and make sure everything lines up. I’ve never seen “string too long” so it makes me think something isn’t right. Also, you don’t have to keep recasting to the gamemode. If you want it to simply look neat, just promote it to a variable and call the variable again to make it neater. I’d also just throw a failsafe in there on the gamemode cast, just a simple print string, so that the string is printed instead of crashing you when the gamemode can’t be casted to.

http://fs5.directupload.net/images/user/170519/temp/tppi53m8.png

Does it crash in the buff when getting the string, or when opening the widget, or when setting the text in the widget? You should disable the open widget part and just check this in pieces.

it chrashes a few seconds after the get tab3 part. just for testing i removed the nodes after “get tab3 txt1” and splitted the txt1 after 838 chars (txt1 now 838 chars and txt12 now 656 chars. it wont crash.

http://fs5.directupload.net/images/user/170519/temp/j6d77stv.png

http://fs5.directupload.net/images/user/170519/temp/podrgxwm.png

http://fs5.directupload.net/images/user/170519/temp/6fkb6mw5.png

its kinda a way to go…but it looks bad and its a dirty way :confused:

Just use

Tab3Part1
Tab3Part2
Tab3Part3

Etc.

could name it this way, but it wouldnt be clean like in one textblock. dont want to use multiple parts for one real textpart. there has to be a way to realize it with one textblock (in zelur Steam Workshop::Universal Server UI (Zelur) it works).