• Do not use Discord to host any images you post, these links expire quickly! You can learn how to add images to your posts here.
  • Reminder: AI-generated content is not allowed on the forums per the Rules and Regulations. Please contact us if you have any questions!
Instant Messages

Resource Instant Messages 1.2.4

rVWzZi1.png

sir is there a way to make the message when player sending taking more less time?
when player replying the message it taking like 10 sec

here the code on instant message

GameData::InstantMessageConversation.register({
:id => :GYM,
:group => :GYM,
:important => true,
:messages => [
[1, :Text, _INTL("Morning! Don’t forget to stop by my gym today. You’ll need badges if you want to make progress on your journey. See you there, little bro!")],
[0, :Text, _INTL("I will.")],
[1, :Text, _INTL("Good! I'm looking forward it.")],
]
})
 
rVWzZi1.png

sir is there a way to make the message when player sending taking more less time?
when player replying the message it taking like 10 sec

here the code on instant message

GameData::InstantMessageConversation.register({
:id => :GYM,
:group => :GYM,
:important => true,
:messages => [
[1, :Text, _INTL("Morning! Don’t forget to stop by my gym today. You’ll need badges if you want to make progress on your journey. See you there, little bro!")],
[0, :Text, _INTL("I will.")],
[1, :Text, _INTL("Good! I'm looking forward it.")],
]
})
Reproducing the issue was very inconsistent for me, only happening like 1 in 20 times or so. It seems like based on your computer, the value Graphics.delta would sometimes return something very low, which would result in a very high frame count wait time (I saw it hit 4000 frames per second once). I've added guardrails to max out this value to a much lower number, so you shouldn't see much of a slow wait time anymore.
 
Reproducing the issue was very inconsistent for me, only happening like 1 in 20 times or so. It seems like based on your computer, the value Graphics.delta would sometimes return something very low, which would result in a very high frame count wait time (I saw it hit 4000 frames per second once). I've added guardrails to max out this value to a much lower number, so you shouldn't see much of a slow wait time anymore.
its fixed, the message load more faster than before :D thank you very much sir
 
I actually have a custom version of that sort of thing for my game. I can look into making a natively supported one
I was wondering if you could explain to me how you did it? Thank you.

I wanted it to either appear in the pause menu when you open it, and maybe hearing a 'Message Received' sound.

Because if I got a lot of messages that appear in a row it gets annoying for it to open dialogue, so I wanted it to passively tell the player they got a message, through sound, in the pause menu, maybe even a little icon appears above the players head too like an emote.
 
I was wondering if you could explain to me how you did it? Thank you.

I wanted it to either appear in the pause menu when you open it, and maybe hearing a 'Message Received' sound.

Because if I got a lot of messages that appear in a row it gets annoying for it to open dialogue, so I wanted it to passively tell the player they got a message, through sound, in the pause menu, maybe even a little icon appears above the players head too like an emote.
The code I'm using is quite entangled in my own custom code, so it is not something I can give you exact steps to do.

The function pbHasUnreadIM? is what you can use to check if the player has unread IMs. You can play with showing something based on that value by playing with the Voltseon Pause Menu code. I used pbDrawTextPositions to draw something on the VPM_DateAndTimeHUD component, so check out that code in the 004_VoltseonMenu_Components script and see what you can come up with
 
Back
Top