messages go off too fast

Started by homey3, Sat 07/08/2004 11:51:48

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homey3

Is there a way to make the messages stay on longer before they automatically go off?  I know you can make it so the player must click before it changes, but I do need it to go off automatically, I just need not to happen as fast.  Thanks

strazer

game.text_speed - How long speech text stays on the screen. Default 15, higher number means shorter time.
(There's more interesting stuff in the manual: Contents -> Reference -> Text script global variables)

So go to menu "Script" -> "game_start", then enter

game.text_speed = 10;

Save, close the editor window and you're done. :)

homey3

Thanks!  I appreciate the manual reference.  I always try to look there first so I don't waste space posting it but I found nothing nor did I even know what to look FOR.

Jonathan GRant

homey3

Okay, so in the global script where do I put them?

game.text_speed
game.speech_text_gui

Do I put == next to them and then the number or do I put the number in parenthasis beside it or what?

I placed them within the first set of {} under gamestart and it said there was an error.

strazer

If you open the global script itself (menu "Script" -> "Edit global script..."), the game_start function should look like this:

#sectionstart game_start  // DO NOT EDIT OR REMOVE THIS LINE
function game_start() { // called when the game starts, before the first room is loaded
game.text_speed = 10; // change the value 10 to your liking
}
#sectionend game_start  // DO NOT EDIT OR REMOVE THIS LINE

homey3

Works great.  Can you edit this in the individual room script so that my credits (for the end) will have a different speed and gui than the rest of the game?  I tried just pasting the game.speech_text_gui = 5; in the room script but that didn't work.

Thanks!


Ashen

Where in the room script did you paste it?
You need to put it in the 'Player enters screen (before fadein)' section, of the rooms Interaction Editor (Ctrl-I, or the little red 'i' button).
I know what you're thinking ... Don't think that.

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