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Instant Messages

Resource Instant Messages 1.1.2

wrigty12

Tester-Coder Hybrid
Member
Joined
Jul 24, 2022
Posts
553
What I want is exactly as you described: when you open the accumulated unread messages, they will be displayed simultaneously instead of simulating the effect of real-time input appearing one by one. In fact, the visual effect of viewing read messages from the app works very well, so I thought it could be achieved. I hope this effect can also be applied to non-mandatory messages, such as silent sending. Even if not, this is still a great plugin, and I will try to utilize its existing effects. Thank you for your work!
Maybe I'll add an option to make multiple instant messages have a time gap in between them when you first open them when I have some free time, but I wouldn't expect it super soon.
 

Skeep

Rookie
Member
Joined
Jan 26, 2024
Posts
4
Just wondering.
How do i set up a new tab on the menu to open these conversations?
 

wrigty12

Tester-Coder Hybrid
Member
Joined
Jul 24, 2022
Posts
553
Just wondering.
How do i set up a new tab on the menu to open these conversations?
It all depends on what menu you're using. Take a look at how other options in the menu are set up, duplicate one, and create it based on that!
 

xDracolich

Novice
Member
Joined
Jun 2, 2019
Posts
34
How do I call out the player's name? I tried the usual "\PN", but it just shows up as "PN" in the messages.
 

xDracolich

Novice
Member
Joined
Jun 2, 2019
Posts
34
Is it possible to set the player to already have "old messages"? Don't know how to really define the question, so I'll elaborate.

In my game, I've set it so that the player only has access to the messages if they have the Rotom Phone item in their bag. When they open their menu, they can also access the messages by choosing the option "Messages" and clicking on the Rotom Phone icon. They have the Rotom Phone before even loading into the world, and the game then starts out with the player's friends messaging them, telling the player to come over.


But I don't like how the game starts out blank, with these messages being the first to appear. I want the game to feel a little bit more realistic, and be able to scroll back up and see "old" conversations that the player had with their friends before the game started. Is it possible to set several old messages/conversations, for example with the player's friends, and the player's mom?
 

wrigty12

Tester-Coder Hybrid
Member
Joined
Jul 24, 2022
Posts
553
Is it possible to set the player to already have "old messages"? Don't know how to really define the question, so I'll elaborate.

In my game, I've set it so that the player only has access to the messages if they have the Rotom Phone item in their bag. When they open their menu, they can also access the messages by choosing the option "Messages" and clicking on the Rotom Phone icon. They have the Rotom Phone before even loading into the world, and the game then starts out with the player's friends messaging them, telling the player to come over.


But I don't like how the game starts out blank, with these messages being the first to appear. I want the game to feel a little bit more realistic, and be able to scroll back up and see "old" conversations that the player had with their friends before the game started. Is it possible to set several old messages/conversations, for example with the player's friends, and the player's mom?
Hm. Well, you can use use the slient argument of pbReceiveIM so the player doesn't get any notification, so you could log a bunch of messages during the setup of your game. However, the time stamps would be the time at which you added them, so it wouldn't be exactly what you're looking for for realism.

I'd have to add in a way to allow manually setting time when you receive a message so you can set the time to be in the past. That's easy to do with vanilla essentials since it uses the Time class directly, but FL Unreal Time would have to be handled differently.
 
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