glaub kaum das Arendiums Version oberhalb so klappen wird
Habe im Prinzip das gleiche schon einmal für meinen Server gebraucht:
Funktion für Globale TextDraws:
SetTextDrawDelayString(Text:textid, text[], timePerChar) // by nsg-page.de
{
if(text[0] != '\0') SetTimerEx("TextStepByStep", timePerChar, 0, "dsdd", _:textid, text, timePerChar, 1);
return 1;
}
forward TextStepByStep(Text:textid, text[], timePerChar, num);
public TextStepByStep(Text:textid, text[], timePerChar, num)
{
new newText[128];
format(newText, sizeof(newText), "%s", text);
if(newText[num] != '\0')
{
SetTimerEx("TextStepByStep", timePerChar, 0, "dsdd", _:textid, newText, timePerChar, num+1);
}
newText[num] = '\0'; // cut text
TextDrawSetString(textid, newText);
}
Verwendung:
SetTextDrawDelayString(textdrawid, "Dein Text", 200);
Funktion für Playerbezogene TextDraws:
SetPlayerTextDrawDelayString(playerid, PlayerText:textid, text[], timePerChar) // by nsg-page.de
{
if(text[0] != '\0') SetTimerEx("PlayerTextStepByStep", timePerChar, 0, "ddsdd", playerid, _:textid, text, timePerChar, 1);
return 1;
}
forward PlayerTextStepByStep(playerid, PlayerText:textid, text[], timePerChar, num);
public PlayerTextStepByStep(playerid, PlayerText:textid, text[], timePerChar, num)
{
new newText[128];
format(newText, sizeof(newText), "%s", text);
if(newText[num] != '\0')
{
SetTimerEx("PlayerTextStepByStep", timePerChar, 0, "ddsdd", playerid, _:textid, newText, timePerChar, num+1);
}
newText[num] = '\0'; // cut text
PlayerTextDrawSetString(playerid, textid, newText);
}Verwendung:
SetPlayerTextDrawDelayString(playerid, textdrawid, "Dein Text", 200);