Words on the screen

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Zell
Posts: 791
Joined: Thu Jul 24, 2003 7:47 am
Location: IN A GODDAMN BOX[In Erie.]

Words on the screen

Post by Zell »

In my level, i want the player to pick up the chainsaw and a message shows up on the screen. But, the message is long, and i need it to stay on the screen a bit longer then it does. Maybe, a little bigger too.

Code: Select all

script 10 (void)
{
int sawpickip;
	if (!sawpickip) {
		print (s:"Rows and rows of my former comrads were walking towards me. They attacked me, but, for some reason, i remained unharmed. They were being controlled by the demons. I had to put them out of their misery. ");
		sawpickip = 1;
	}
}
It shows up fine, but it just needs to stay on the screen longer.
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Kappes Buur
 
 
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Post by Kappes Buur »

I am not a scripting wizzard, but would this do?

Code: Select all

#include "zcommon.acs"

script 10 open 

{ 

SetFont (const:"BigFont");

hudmessage (s:"Rows and rows of my former comrades\n\n",
            s:"were walking towards me.\n\n",
            s:"They attacked me, but, for some reason,\n\n",
            s:"I remained unharmed.\n\n", 
            s:"They were being controlled by the demons.\n\n",
            s:"I had to put them out of their misery.";

            0,   //Messagetype: Plain
            0,   //MessageID
            9,   //color white
            1.5, //x-coord
            -0.5, //y-coord
            10.0);  //MessageHoldTime in secs
                              
}
User avatar
Zell
Posts: 791
Joined: Thu Jul 24, 2003 7:47 am
Location: IN A GODDAMN BOX[In Erie.]

Post by Zell »

yup that works =)
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