Post: (Zombies) Messages like Multiplayer?
05-09-2016, 12:28 AM #1
(adsbygoogle = window.adsbygoogle || []).push({}); Wondering if there are messages like the multiplayer for Zombies.
Something like:
    
typewritter(messagelel)
{
foreach(player in level.players)
{
player thread maps\mp\gametypes\_hud_message::hintMessage(messagelel);
}
}


self add_option("SubMenu4", "NAME", ::typewritter, "MESSAGE");


Just wondering cause I wanna add a message menu in my Zombie Mod Menu.
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05-09-2016, 02:44 AM #2
HiddenHour
I defeated!
Originally posted by Elitexboxer View Post
Wondering if there are messages like the multiplayer for Zombies.
Something like:
    
typewritter(messagelel)
{
foreach(player in level.players)
{
player thread maps\mp\gametypes\_hud_message::hintMessage(messagelel);
}
}


self add_option("SubMenu4", "NAME", ::typewritter, "MESSAGE");


Just wondering cause I wanna add a message menu in my Zombie Mod Menu.


Try this
    typewritter_zm(message)
{
foreach(player in level.players)
player thread maps\mp\gametypes_zm\_hud_message::hintmessage(message);
}
05-09-2016, 04:06 AM #3
ODLeslie
Do a barrel roll!
nulll
05-09-2016, 11:59 PM #4
ODLeslie
Do a barrel roll!
Originally posted by Elitexboxer View Post
Wondering if there are messages like the multiplayer for Zombies.
Something like:
    
typewritter(messagelel)
{
foreach(player in level.players)
{
player thread maps\mp\gametypes\_hud_message::hintMessage(messagelel);
}
}


self add_option("SubMenu4", "NAME", ::typewritter, "MESSAGE");


Just wondering cause I wanna add a message menu in my Zombie Mod Menu.


I don't do to well with onscreen text but i made my own typewriter it's not exactally the same but it works just like one, hope you like it i spent the past 30 minutes on it lol.

Change whatever you want, the only thing is if you dont know what your changing i'd say just leave it otherwise you might freeze. Hope it works for you
    

// If it doesnt work it may be that you might be missing " #include maps/mp/gametypes_zm/_hud_message; " at the top of main.gsc if it is missing copy and paste it up there.

//Call
// -> self add_option("SubMenu4", "NAME", ::message1);

//when adding another message just copy and paste the [B]message1()[/B] *function* below and change it to "message2()" or whatever you want to name it and change "TEXT GOES HERE" to whatever you want

//Function ( I made it work like a typewritter, edit anything you want as long as you know what to do )
message1()
{
foreach(player in level.players)
player thread typewritteryo("TEXT GOES HERE", "hudbig", 2, "CENTER", "CENTER", 0, 0, (1,0,0), 1, 1, (1, 1, 1), 0, 3); //Text, font, fontScale, align, relative, x, y, color, time, alpha, glowColor, glowAlpha, sort.
} // ( dont change the time here)

//typewritter hud ( This is where you can change how long the text stays onscreen for, etc. Must be in your script somewhere! )
typewritteryo(text, font, fontScale, align, relative, x, y, color, time, alpha, glowColor, glowAlpha, sort)
{
hud = level createServerFontString(font, fontScale);
hud setPoint(align, relative, x, y);
hud.color = color;
hud.duration = time;
hud.alpha = alpha;
hud.glowColor = glowColor;
hud.glowAlpha = glowAlpha;
hud.sort = sort;
hud.alpha = alpha;
hud setSafeText(text);
hud.foreground = true;
wait 15; //This is how long the text stays onscreen for.
hud fadeOverTime(2);
hud destroy();
return hud;
}
setSafeText(text)
{
level.varsArray["result"] += 1;
self setText(text);
level notify("textset");
}
05-10-2016, 12:38 AM #5
Originally posted by ODLeslie View Post
I don't do to well with onscreen text but i made my own typewriter it's not exactally the same but it works just like one, hope you like it i spent the past 30 minutes on it lol.

Change whatever you want, the only thing is if you dont know what your changing i'd say just leave it otherwise you might freeze. Hope it works for you
    

// If it doesnt work it may be that you might be missing " #include maps/mp/gametypes_zm/_hud_message; " at the top of main.gsc if it is missing copy and paste it up there.

//Call
// -> self add_option("SubMenu4", "NAME", ::message1);

//when adding another message just copy and paste the [B]message1()[/B] *function* below and change it to "message2()" or whatever you want to name it and change "TEXT GOES HERE" to whatever you want

//Function ( I made it work like a typewritter, edit anything you want as long as you know what to do )
message1()
{
foreach(player in level.players)
player thread typewritteryo("TEXT GOES HERE", "hudbig", 2, "CENTER", "CENTER", 0, 0, (1,0,0), 1, 1, (1, 1, 1), 0, 3); //Text, font, fontScale, align, relative, x, y, color, time, alpha, glowColor, glowAlpha, sort.
} // ( dont change the time here)

//typewritter hud ( This is where you can change how long the text stays onscreen for, etc. Must be in your script somewhere! )
typewritteryo(text, font, fontScale, align, relative, x, y, color, time, alpha, glowColor, glowAlpha, sort)
{
hud = level createServerFontString(font, fontScale);
hud setPoint(align, relative, x, y);
hud.color = color;
hud.duration = time;
hud.alpha = alpha;
hud.glowColor = glowColor;
hud.glowAlpha = glowAlpha;
hud.sort = sort;
hud.alpha = alpha;
hud setSafeText(text);
hud.foreground = true;
wait 15; //This is how long the text stays onscreen for.
hud fadeOverTime(2);
hud destroy();
return hud;
}
setSafeText(text)
{
level.varsArray["result"] += 1;
self setText(text);
level notify("textset");
}


Anyway I can have it so it waits for the first message to go away?
I edited it a little and did it like the multiplayer one...
So now it is like


    
self add_option("Message", "Test", ::message1, "I work!");//How can I make it so it waits for the other message to go away??


    
message1(message)
{
foreach(player in level.players)
player thread typewritteryo(message, "hudbig", 2, "CENTER", "CENTER", 0, 0, (1,0,0), 1, 1, (1, 1, 1), 0, 3); //Text, font, fontScale, align, relative, x, y, color, time, alpha, glowColor, glowAlpha, sort.
} // ( dont change the time here)

//typewritter hud ( This is where you can change how long the text stays onscreen for, etc. Must be in your script somewhere! )
typewritteryo(text, font, fontScale, align, relative, x, y, color, time, alpha, glowColor, glowAlpha, sort)
{
hud = level createServerFontString(font, fontScale);
hud setPoint(align, relative, x, y);
hud.color = color;
hud.duration = time;
hud.alpha = alpha;
hud.glowColor = glowColor;
hud.glowAlpha = glowAlpha;
hud.sort = sort;
hud.alpha = alpha;
hud setSafeText(text);
hud.foreground = true;
wait 15; //This is how long the text stays onscreen for.
hud fadeOverTime(2);
hud destroy();
return hud;
}
setSafeText(text)
{
level.varsArray["result"] += 1;
self setText(text);
level notify("textset");
}
05-10-2016, 02:08 AM #6
ODLeslie
Do a barrel roll!
Originally posted by Elitexboxer View Post
Anyway I can have it so it waits for the first message to go away?
I edited it a little and did it like the multiplayer one...
So now it is like


    
self add_option("Message", "Test", ::message1, "I work!");//How can I make it so it waits for the other message to go away??


    
message1(message)
{
foreach(player in level.players)
player thread typewritteryo(message, "hudbig", 2, "CENTER", "CENTER", 0, 0, (1,0,0), 1, 1, (1, 1, 1), 0, 3); //Text, font, fontScale, align, relative, x, y, color, time, alpha, glowColor, glowAlpha, sort.
} // ( dont change the time here)

//typewritter hud ( This is where you can change how long the text stays onscreen for, etc. Must be in your script somewhere! )
typewritteryo(text, font, fontScale, align, relative, x, y, color, time, alpha, glowColor, glowAlpha, sort)
{
hud = level createServerFontString(font, fontScale);
hud setPoint(align, relative, x, y);
hud.color = color;
hud.duration = time;
hud.alpha = alpha;
hud.glowColor = glowColor;
hud.glowAlpha = glowAlpha;
hud.sort = sort;
hud.alpha = alpha;
hud setSafeText(text);
hud.foreground = true;
wait 15; //This is how long the text stays onscreen for.
hud fadeOverTime(2);
hud destroy();
return hud;
}
setSafeText(text)
{
level.varsArray["result"] += 1;
self setText(text);
level notify("textset");
}


Sorry if i'm wrong, are you asking how to make it so it waits for the other message to go away? or did you make it so then it waits for the other message to go away first? If you've done it already nice work, if you are wondering how, i can see what i can put together if you haven't got a wait before the next message?

I just couldn't understand weather you had made a wait or you were asking for a wait, let me know if you need one.
05-11-2016, 01:13 AM #7
Originally posted by ODLeslie View Post
Sorry if i'm wrong, are you asking how to make it so it waits for the other message to go away? or did you make it so then it waits for the other message to go away first? If you've done it already nice work, if you are wondering how, i can see what i can put together if you haven't got a wait before the next message?

I just couldn't understand weather you had made a wait or you were asking for a wait, let me know if you need one.


I want it so it waits for the message to go away before displaying the next one.
05-14-2016, 04:29 AM #8
ODLeslie
Do a barrel roll!
Originally posted by Elitexboxer View Post
I want it so it waits for the message to go away before displaying the next one.


Haven't tested it but if you still need it try this ( copy and paste it over the original don't save it unless it works cause it hasn't been tested):

    

typewritteryo(text, font, fontScale, align, relative, x, y, color, time, alpha, glowColor, glowAlpha, sort)
{
hud = level createServerFontString(font, fontScale);
hud setPoint(align, relative, x, y);
hud.color = color;
hud.duration = time;
hud.alpha = alpha;
hud.glowColor = glowColor;
hud.glowAlpha = glowAlpha;
hud.sort = sort;
hud.alpha = alpha;
hud setSafeText(text);
hud.foreground = true;
wait 3; //This is how long the text stays onscreen for.
hud fadeOverTime(2);
hud destroy();
return hud;
self notify("MessageInProgress");
self iPrintln("Please wait until other message has finished!");
}
else
{
self waittill("MessageInProgress");
self typewritteryo();
}

05-14-2016, 12:48 PM #9
Originally posted by ODLeslie View Post
Haven't tested it but if you still need it try this ( copy and paste it over the original don't save it unless it works cause it hasn't been tested):

    

typewritteryo(text, font, fontScale, align, relative, x, y, color, time, alpha, glowColor, glowAlpha, sort)
{
hud = level createServerFontString(font, fontScale);
hud setPoint(align, relative, x, y);
hud.color = color;
hud.duration = time;
hud.alpha = alpha;
hud.glowColor = glowColor;
hud.glowAlpha = glowAlpha;
hud.sort = sort;
hud.alpha = alpha;
hud setSafeText(text);
hud.foreground = true;
wait 3; //This is how long the text stays onscreen for.
hud fadeOverTime(2);
hud destroy();
return hud;
self notify("MessageInProgress");
self iPrintln("Please wait until other message has finished!");
}
else
{
self waittill("MessageInProgress");
self typewritteryo();
}



i think he just wants a simple already in game hud function.

these are the ones i could find:

maps\mp\gametypes_zm\_hud_message::hintmessage( hinttext, duration );
maps\mp\gametypes_zm\_hud_message::hintmessageplayers( players, hinttext, duration );
maps\mp\gametypes_zm\_hud_message::notifymessage( notifydata );
maps\mp\gametypes_zm\_hud_message:Gaspldnotifymessage( titletext, notifytext, iconname, glowcolor, sound, duration );

The following user thanked OfficialCoolJay for this useful post:

ODLeslie

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