The commands where I've put "// ADDED BY THE MAD DOG" is what you have to add and where to add them in the different templates to control how long a message will stay on the screen. Some commands may also have to be blocked out,.. like the one in the weapons.wdl.
*NOTE: If you don't want to change the templates you can just copy the function into your level script and it will override the template.

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In the "messages.wdl" this works for weapons, ammo packs and key required

///////////////////////////////////////

function show_message() //for weapons,ammo,key required

{

            msg_show(msg.string,5);

        waitt(50);  // ADDED BY THE MAD DOG(change value for time it shows)

        msg.string = empty_str;  // ADDED BY THE MAD DOG

}

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In the "weapons.wdl" for first aid packs

/////////////////////////////////////

function medi_pickup() //for first aid packs

{

            if(EVENT_TYPE == EVENT_SCAN && indicator != _HANDLE) { return; }

            if(EVENT_TYPE == EVENT_PUSH && YOU != player) { return; }

 

            if(YOU == NULL) {  YOU = player; }

            if(YOU == NULL) { return; }

 

            YOUR._HEALTH += MY.SKILL5;

            if(YOUR._HEALTH > 100) { YOUR._HEALTH = 100; }  // health max at 100%

 

            PLAY_SOUND health_fetch,50;

 remove(me);  //ADDED BY THE MAD DOG

            msg.STRING = got_medi_str;

 wait(180);  //ADDED BY THE MAD DOG(change the number value for time it shows)

 msg.string = empty_str; //ADDED BY THE MAD DOG

//            if(MY.__SILENT != ON) { show_message(); } //BLOCKED BY THE MAD DOG

            remove(ME);

}

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In the "doors.wdl" for found key

/////////////////////////////////////

function _key_pickup()// found key message

{

            if(EVENT_TYPE == EVENT_SCAN && indicator != _HANDLE) { return; }

            if(EVENT_TYPE == EVENT_PUSH && YOU != player) { return; }

 

            if(MY._KEY == 1) { key1 = 1; msg.STRING = got_key1_str; }

            if(MY._KEY == 2) { key2 = 1; msg.STRING = got_key2_str; }

            if(MY._KEY == 3) { key3 = 1; msg.STRING = got_key3_str; }

            if(MY._KEY == 4) { key4 = 1; msg.STRING = got_key4_str; }

            if(MY._KEY == 5) { key5 = 1; msg.STRING = got_key5_str; }

            if(MY._KEY == 6) { key6 = 1; msg.STRING = got_key6_str; }

            if(MY._KEY == 7) { key7 = 1; msg.STRING = got_key7_str; }

            if(MY._KEY == 8) { key8 = 1; msg.STRING = got_key8_str; }

            if(MY.__SILENT != ON) { show_message(); }

            play_sound(key_fetch,50);

            wait(1);

              remove(ME);

        waitt(24);  // ADDED BY THE MAD DOG

        msg.string = empty_str; //ADDED BY THE MAD DOG

}