I have two characters walking around and talking as a looped script and notice the text of their speech shows still even when those characters are off screen, when I move my main character away for example
How can I make this NOT happen
background characters dialogue always visible, can change?
Would it be possible for you to start a cutscene or displaying textlines
by using the animation script lines ?
This way would make it sure that a text is only visible when a character
is set to the speech animation for example.
Example :
picture 1 of your animated background character 1 :
speech (person 1...)
picture 5 of your animated background character 1 :
speech (person 2...)
...
Or you add the following script to your roomscript :
on (loop2)
{
if_charin (person1;current_room)
if_charin (person2;current_room)
{
speech (person1...)
speech (person2...)
speech (person1...)
}}
If you use TEXTOUT - then remember to use hidealltext () or texthide ()
to delete the displayed text.
by using the animation script lines ?
This way would make it sure that a text is only visible when a character
is set to the speech animation for example.
Example :
picture 1 of your animated background character 1 :
speech (person 1...)
picture 5 of your animated background character 1 :
speech (person 2...)
...
Or you add the following script to your roomscript :
on (loop2)
{
if_charin (person1;current_room)
if_charin (person2;current_room)
{
speech (person1...)
speech (person2...)
speech (person1...)
}}
If you use TEXTOUT - then remember to use hidealltext () or texthide ()
to delete the displayed text.
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Re: background characters dialogue always visible, can chang
what if I want my main character to be in the room that my talking NPC's are in BUT my character scrolles the screen away from them so they are not seen on screen BUT are still in the same room as me/my main character.
when they talk their talk is visible when the NPC's are off screen and their text shows in the far left or right of the screen still
I could use walkpath scripts as walk hotspots for my main character to step on and the npc talking text would disapear when I would want it to, and reappear when I want it to but this would be alot of work for all my talking npc situations around my game
mabe I misunderstood your post, also I may have miss understood somthing in the documentation?
when they talk their talk is visible when the NPC's are off screen and their text shows in the far left or right of the screen still
I could use walkpath scripts as walk hotspots for my main character to step on and the npc talking text would disapear when I would want it to, and reappear when I want it to but this would be alot of work for all my talking npc situations around my game
mabe I misunderstood your post, also I may have miss understood somthing in the documentation?
Re: background characters dialogue always visible, can chang
I solved a similar problem by using the walkmap spots, but I don´t
think it is a lot of work as long as your rooms are not endless
You have to check in which direction your character is walking and
beam your NPCs out of the room or back again. (or start/stop a talk function )
Depending from where your main character is starting, you could
create two lines of walkmap scripts, write in every spot of the first line :
setnum (walknum;1)
write in every spot of the second line :
setnum (walknum;2)
If your character walks from the middle of the room to the left for example,
the figure will pass the first line and the num "walkmap" will be set to 1.
If your figure moves on, the second line will be passed and the num "walkmap" will be set to 2.
Now write this in a loop script :
if_num (walkmap;2)
{
beamto (NPC_1;emptyroom;1;1;1)
beamto (NPC_2;emptyroom;1;2;1)
}
Your NPCs will be beamed out if the screen scrolls to the left for example.
If your character is coming back, he will pass the line 2, number "walkmap"
is still set to 2.
Then he will pass the 1st line and set the number "walkmap" to 1.
Add the following lines ( modified to your room of course ) to the loop script:
if_num (walkmap;1)
{
beamto (NPC_1;currentroom;1;1;1)
beamto (NPC_2;currentroom;1;2;1)
}
So if the screen scrolls back to the right ,your NPCs are visible again.
If the speech or textout lines are started by a function, you can also
start or stop the function with these 2 lines.
Don´t forget to set the number "walkmap" to the correct start number when
enetring your room.
think it is a lot of work as long as your rooms are not endless
You have to check in which direction your character is walking and
beam your NPCs out of the room or back again. (or start/stop a talk function )
Depending from where your main character is starting, you could
create two lines of walkmap scripts, write in every spot of the first line :
setnum (walknum;1)
write in every spot of the second line :
setnum (walknum;2)
If your character walks from the middle of the room to the left for example,
the figure will pass the first line and the num "walkmap" will be set to 1.
If your figure moves on, the second line will be passed and the num "walkmap" will be set to 2.
Now write this in a loop script :
if_num (walkmap;2)
{
beamto (NPC_1;emptyroom;1;1;1)
beamto (NPC_2;emptyroom;1;2;1)
}
Your NPCs will be beamed out if the screen scrolls to the left for example.
If your character is coming back, he will pass the line 2, number "walkmap"
is still set to 2.
Then he will pass the 1st line and set the number "walkmap" to 1.
Add the following lines ( modified to your room of course ) to the loop script:
if_num (walkmap;1)
{
beamto (NPC_1;currentroom;1;1;1)
beamto (NPC_2;currentroom;1;2;1)
}
So if the screen scrolls back to the right ,your NPCs are visible again.
If the speech or textout lines are started by a function, you can also
start or stop the function with these 2 lines.
Don´t forget to set the number "walkmap" to the correct start number when
enetring your room.
Es gibt 10 Arten von Usern :
die, die Binärcode verstehen und die, die es nicht tun....
----------------------------------------------------------
STAR TREK FYNE :
http://www.fynegames.homepage.t-online.de
die, die Binärcode verstehen und die, die es nicht tun....
----------------------------------------------------------
STAR TREK FYNE :
http://www.fynegames.homepage.t-online.de