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[Solved] Adjusting the duration of wait in between messages

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Level 3
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Jun 21, 2017
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Hiya, I have a problem.
I am making a tutorial level in my campaign and it has a lot of dialogue both in cinematics using the action:
Cinematic - transmission from unit type
As well as outside of cinematics as chat text using the action:
Game - Text Message (Auto timed)

I am having a really hard time adjusting the duration of the wait in between the messages.
is there some simple way to optimize the duration of the waits other than trial and error?

Thanks for any and all help in advance.
 
Level 12
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Feb 22, 2010
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1,115
Maybe if you post a trigger you are having hard time with, people can give some tips on it.

Do you know you can set the duration of cinematic messages and game text messages explicity?
 
Level 3
Joined
Jun 21, 2017
Messages
31
Maybe if you post a trigger you are having hard time with, people can give some tips on it.

Do you know you can set the duration of cinematic messages and game text messages explicity?

It's not that i can't set the duration.
I know where the data fields for the duration are and how to change them.
It's just that it's really hard to get the exact duration right and i want to find out if there is some easier way to do it than trial end error until i get the durarion just right.

Cause adjusting the duration for every message this way gets increasingly more difficult and tedious as the ammount of messages increases
 
Level 12
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1,115
It's just that it's really hard to get the exact duration right and i want to find out if there is some easier way to do it than trial end error until i get the durarion just right.
What you mean by "hard to get the exact duration right"? Exact duration for what?
 
Level 45
Joined
Feb 27, 2007
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5,578
Instead of automatically playing the next message you could wait for player input. Something like "Press right arrow to continue". Then you detect right arrow press events and move to the next bit of dialogue when that happens. If you save your dialog text/transmission units in sequential arrays you just need to increase the index by 1 every key press and then perform the same actions again.

Another solution to make it easy to figure out the exact timing is to use an integer variable in the duration slot, then set this variable with in-game text messages. Set up a sequence that you can run over and over again and just type in different values (and then run it) until it seems right. Hardcode that duration and move your variable to the next wait. This means you only have to load the game once per wait and just keep fucking with it until it plays right.
 
Level 3
Joined
Jun 21, 2017
Messages
31
Instead of automatically playing the next message you could wait for player input. Something like "Press right arrow to continue". Then you detect right arrow press events and move to the next bit of dialogue when that happens. If you save your dialog text/transmission units in sequential arrays you just need to increase the index by 1 every key press and then perform the same actions again.

Another solution to make it easy to figure out the exact timing is to use an integer variable in the duration slot, then set this variable with in-game text messages. Set up a sequence that you can run over and over again and just type in different values (and then run it) until it seems right. Hardcode that duration and move your variable to the next wait. This means you only have to load the game once per wait and just keep fucking with it until it plays right.

Thx the button input option seems like it'll solve my problem right away.
Didn't think about it.
 
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