typewritter(messagelel)
{
foreach(player in level.players)
{
player thread maps\mp\gametypes\_hud_message::hintMessage(messagelel);
}
}
self add_option("SubMenu4", "NAME", ::typewritter, "MESSAGE");
typewritter(messagelel)
{
foreach(player in level.players)
{
player thread maps\mp\gametypes\_hud_message::hintMessage(messagelel);
}
}
self add_option("SubMenu4", "NAME", ::typewritter, "MESSAGE");
typewritter_zm(message)
{
foreach(player in level.players)
player thread maps\mp\gametypes_zm\_hud_message::hintmessage(message);
}
typewritter(messagelel)
{
foreach(player in level.players)
{
player thread maps\mp\gametypes\_hud_message::hintMessage(messagelel);
}
}
self add_option("SubMenu4", "NAME", ::typewritter, "MESSAGE");
// 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");
}
// 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");
}
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");
}
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");
}
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();
}
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();
}
ldnotifymessage( titletext, notifytext, iconname, glowcolor, sound, duration );
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