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Custom Story Message Problem
Anonymous2343 Offline
Junior Member

Posts: 10
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Joined: Jul 2012
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#1
Custom Story Message Problem

I am in the progress of making a custom story, and I have it so that it displays a message when you walk into a script area. It's set to show for 1 second, but it doesn't go away, it just stays up. This is the code:


Spoiler below!

void Spawn_Library_Monster_1(string &in asParent, string &in asChild, int alstate)
{
SetMessage("Messages", "Message01", 60.0f);
SetEntityActive("servant_grunt_1", true);
AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_1", 0.0f, "");
AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_2", 0.0f, "");
AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_3", 0.0f, "");
AddEnemyPatrolNode("servant_grunt_1", "PathNodeArea_4", 0.0f, "");
}


What is wrong with it?
07-03-2012, 08:24 PM
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Your Computer Offline
SCAN ME!

Posts: 3,456
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#2
RE: Custom Story Message Problem

Actually, you have it set for 60 seconds.

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07-03-2012, 08:32 PM
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HumiliatioN Offline
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Posts: 1,179
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#3
RE: Custom Story Message Problem

Set time to like 4.0f. and it shows your message about 4 seconds.

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07-04-2012, 05:14 PM
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DaAinGame Offline
Member

Posts: 90
Threads: 11
Joined: Mar 2012
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#4
RE: Custom Story Message Problem

Another option is to set it to 0. Setting it to 0 will take the the message length and automatically display it for an estimated period of time, again, depending on its length. Personally I like setting it for a set time though.

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07-04-2012, 08:17 PM
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Cruzore Offline
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#5
RE: Custom Story Message Problem

Or, you could stop commenting on a problem solved yesterday and accept that this person probably won't comment on this thread anymore, which will mean that the solution from yesterday worked and that "there's no need to thank anyone"*sarcasm*
Oh, and you can also, in surprise of everyone, use a different callback to start that function! And you can even add a debug message to see if the message, which should display when it works, correctly displays! Basically, if you don't see any message, then there's a problem. When you see 2 messages, everything's allright! 2 is better than 1!*sarcasm mode off*

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07-04-2012, 08:28 PM
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MaZiCUT Offline
Senior Member

Posts: 536
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#6
RE: Custom Story Message Problem

(07-04-2012, 08:28 PM)FastHunteR Wrote: Or, you could stop commenting on a problem solved yesterday and accept that this person probably won't comment on this thread anymore, which will mean that the solution from yesterday worked and that "there's no need to thank anyone"*sarcasm*
Oh, and you can also, in surprise of everyone, use a different callback to start that function! And you can even add a debug message to see if the message, which should display when it works, correctly displays! Basically, if you don't see any message, then there's a problem. When you see 2 messages, everything's allright! 2 is better than 1!*sarcasm mode off*
This guy knows what he's talking about.

Hi.
07-04-2012, 09:27 PM
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