Introducing Pauses Between System Messages
Posted: Mon Nov 09, 2015 8:39 am
I have several PrintToPlayer messages coded for custom NPC's. A lot of text dialogue will fill up the the player's chat screen instantaneously.
Is there a way to space this out to where I could introduce pauses in between strings of PrintToPlayer lines? Or better yet, is there a way to require input from the player before proceeding to the next line? (such as during retail cs's when you have to press enter to progress through the dialogue)
Also, while I'm on the subject, is there any other way to present custom text to a player other than system messages (PrintToPlayer)? Every line produces the ***System Message*** headers which clutters the screen and distracts the reader.
I'm curious as to whether I can inject events or packets to achieve or mimic the desired effects...?
Is there a way to space this out to where I could introduce pauses in between strings of PrintToPlayer lines? Or better yet, is there a way to require input from the player before proceeding to the next line? (such as during retail cs's when you have to press enter to progress through the dialogue)
Also, while I'm on the subject, is there any other way to present custom text to a player other than system messages (PrintToPlayer)? Every line produces the ***System Message*** headers which clutters the screen and distracts the reader.
I'm curious as to whether I can inject events or packets to achieve or mimic the desired effects...?