- Joined
- Dec 3, 2012
- Messages
- 117
Not sure if the title is really clear on what I want, but I wasn't sure on what to call it...
Anyway, in my map some NPC's, especially during a quest, have a lot to tell you and I don't want it all appearing on the screen instantly, but rather a few sentences at a time.
Right now, I'm using waits. How long a wait the player can set for themselves, by using a Real Integer.
Example of what I'm using now:
Anyway, to get to the point.
What I'd really love is some kind of method/system, or whatever to give the player an option to click continue to the next message, like in most RPGs you have to click "OK" or "Next" before you get the next message.
The only realistic way I can think of is by using "Wait for Conndition" and then somehow giving it the condition of the player maybe pressing a certain key on the keyboard or something...
Anyway, in my map some NPC's, especially during a quest, have a lot to tell you and I don't want it all appearing on the screen instantly, but rather a few sentences at a time.
Right now, I'm using waits. How long a wait the player can set for themselves, by using a Real Integer.
Example of what I'm using now:
-
Archer Q Dia Choices
-
Events
- Dialog - A dialog button is clicked for DIAQArcherQ[1]
- Dialog - A dialog button is clicked for DIAQArcherQ[2]
- Dialog - A dialog button is clicked for DIAQArcherQ[3]
- Dialog - A dialog button is clicked for DIAQArcherQ[4]
- Dialog - A dialog button is clicked for DIAQArcherQ[5]
- Dialog - A dialog button is clicked for DIAQArcherQ[6]
- Conditions
-
Actions
- Custom script: local integer tempint = 0
- Custom script: local force tempforce = null
- Set TEMPInteger = (Player number of (Owner of (Casting unit)))
- Set TEMPPlayerGroup = (Player group((Owner of (Casting unit))))
- Custom script: set tempint = udg_TEMPInteger
- Custom script: set tempforce = udg_TEMPPlayerGroup
- -------- Accept Quest Yes/No --------
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- (Clicked dialog button) Equal to DIAButtons[TEMPInteger]
-
Then - Actions
- Wait 0.01 seconds
- Set QUESTJobChangeQuests[TEMPInteger] = 1
- Cinematic - Clear the screen of text messages for TEMPPlayerGroup
- Game - Display to TEMPPlayerGroup the text: |cffffcc00Master Ar...
- Wait SETTINGSQuestMsgDelay[TEMPInteger] seconds
- -------- Assign the globals to the local values after the wait --------
- Custom script: set udg_TEMPInteger = tempint
- Custom script: set udg_TEMPPlayerGroup = tempforce
- -------- Do actions --------
- Cinematic - Clear the screen of text messages for TEMPPlayerGroup
- Game - Display to TEMPPlayerGroup the text: |cffffcc00Master Ar...
- Wait SETTINGSQuestMsgDelay[TEMPInteger] seconds
- -------- Assign the globals to the local values after the wait --------
- Custom script: set udg_TEMPInteger = tempint
- Custom script: set udg_TEMPPlayerGroup = tempforce
- -------- Do actions --------
- Cinematic - Clear the screen of text messages for TEMPPlayerGroup
- Game - Display to TEMPPlayerGroup the text: |cffffcc00Master Ar...
- Wait SETTINGSQuestMsgDelay[TEMPInteger] seconds
- -------- Assign the globals to the local values after the wait --------
- Custom script: set udg_TEMPInteger = tempint
- Custom script: set udg_TEMPPlayerGroup = tempforce
- -------- Do actions --------
- Cinematic - Clear the screen of text messages for TEMPPlayerGroup
- Game - Display to TEMPPlayerGroup the text: |cffffcc00Master Ar...
- Wait SETTINGSQuestMsgDelay[TEMPInteger] seconds
- -------- Assign the globals to the local values after the wait --------
- Custom script: set udg_TEMPInteger = tempint
- Custom script: set udg_TEMPPlayerGroup = tempforce
- -------- Do actions --------
- Cinematic - Clear the screen of text messages for TEMPPlayerGroup
- Else - Actions
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- (Clicked dialog button) Equal to DIAButtons[(TEMPInteger + 6)]
-
Then - Actions
- Cinematic - Clear the screen of text messages for TEMPPlayerGroup
- Game - Display to (Player group((Triggering player))) the text: |cffffcc00Master Ar...
- Wait SETTINGSQuestMsgDelay[TEMPInteger] seconds
- -------- Assign the globals to the local values after the wait --------
- Custom script: set udg_TEMPInteger = tempint
- Custom script: set udg_TEMPPlayerGroup = tempforce
- -------- Do actions --------
- Cinematic - Clear the screen of text messages for TEMPPlayerGroup
- Else - Actions
-
If - Conditions
- Custom script: call DestroyForce(udg_TEMPPlayerGroup)
- Custom script: set tempforce = null
-
Events
Anyway, to get to the point.
What I'd really love is some kind of method/system, or whatever to give the player an option to click continue to the next message, like in most RPGs you have to click "OK" or "Next" before you get the next message.
The only realistic way I can think of is by using "Wait for Conndition" and then somehow giving it the condition of the player maybe pressing a certain key on the keyboard or something...
Last edited: