Hi all,
Newbie to the community here and I couldn't find this bug on the website anywhere:
When I use the auto-number speech lines function on my game, it adds a "&#" to the start of my "..." lines, which I've placed to create pause in dialog areas (as in the manual).
When there is a "&#" in the dialog, it interprets it as text and the characters are now saying "..." and I don't want to be going through changing all the "..." occurrences when I create a script.
Seems to be a pretty simple to fix bug.
Thanks
This isn't a bug, though. People could put whatever they want into a Say call (within reason), and it's impossible for the auto-numbering to know all the types of content people don't want turned into a speech file. For example, what if you only typed ".." or "......" instead? Hopefully you can see the problem here.
A quick solution? Turn the "..." lines into SayBackground calls with a short Wait after them using the Find/Replace search, or simply get rid of them altogether. I've always found the whole character '...' thing to be rather pointless, anyway. If they aren't saying anything, why display a string of periods at all? This could be better served by a narrator description of what that person is reacting to, or, better yet, an animation displaying their confusion/anger.
Isn't the point that "..." doesn't display three dots, but just inserts a pause into the conversation?
It is clearly documented that three dots ("...") doesn't print anything and merely makes a pause in conversation.
4 dots isn't the same thing, so I don't know why that is an issue.
The auto-number function should be taking into consideration dialog which is only "..." and not adding &# to the front as this makes the text appear on screen and tries to load voice files.
Sounds like a bug to me -- thanks for reporting it, I'll look into it.
Many thanks!
Oh, I see. I didn't know that '...' inserted a pause outside of the dialog editor.