Hello, I am trying to tell a story with a ticking system when I encountered this error: if I use rich text, it will only work when the whole part of the message has shown.
Example:
the Revelation
will become
until the last caracter (“>”) appears
Is there any way to prevent that?
Any help is appreciated!
local TextLabel = script.Parent
local WriteText = "Hello, Roblox!"
local function TickText(textLabel, newText)
-- Clear the current text
textLabel.Text = ""
for i = 1, #newText do
local TickText = string.sub(newText, 1, i)
textLabel.Text = "<i>" .. TickText .. "</i>"
task.wait(0.1)
end
end
-- Call the function with the desired text
TickTextl(TextLabel, WriteText)
Change the TextLabel variable to where your TextLabel is, and change WriteText to what text it should type out.
The function will add 1 symbol from the inputted text to the TextLabels’s text, while adding the RichText formats around the typed text after each count.
Thank you for the idea! I will not do it exactly like this (because I have multiple rich parts of text per message), but I’m just going to tweak little details and it’ll work. Thank you!