> I know this can be done with dg_scripts patch, (as all the text pausing > past posts in the archives have mentioned), but I have been really > avoiding putting in that patch since the code base is highly modified > and won't be worth the time to hand patch that entire thing. Ok, finally broke down an added DG_SCRIPTS, but still can't figure out how to do what I want to do. It's a spec_proc, and even with DG scripts I can't figure out how to call the wait timers without a mobprog (I want hard code for all my mobs that have more than one or two lines of text to execute). So does anyone know of a way to make it appear as the mob is pausing when telling it's story? WAIT_STATE won't work, since the player is initiating the story with commands I can't use the WAIT_STATE on the mob since ch is the player in this context and I can't figure out how to pull the mob's struct back in to use WAIT_STATE and do_say instead of send_to_char. Or has anyone written a function I can 'steal' that does pausing? This can't be that difficult... what did I miss? Rob Masten Thought for Today: Maybe I need to sleep more and stop pushing the opening day of this mud. -- +---------------------------------------------------------------+ | FAQ: http://qsilver.queensu.ca/~fletchra/Circle/list-faq.html | | Archives: http://post.queensu.ca/listserv/wwwarch/circle.html | +---------------------------------------------------------------+
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