Okay, a while back someone posted in regards to making background speech stay on the screen longer than the default time.
Well, I set up a script in repeatedly_execute_always to call Character.SayBackground until the time had expired ([integer] timer == 0). That works fine...but the problem is...the game appears to become partially paused. The characters can still walk around, but the interface is disabled. I was just using the default game template for testing, so it's not any code that I've typed to disable the interface...
I was just curious why the interface would be disabled if the game wasn't paused. It doesn't happen if I just use background speech outside of rep_ex_always (i.e., in on_key_press)...
Of course I realize that doing this, Overlays would be getting created and destroyed like crazy, but if I wait until the original Overlay is no longer Valid, then the text blinks. And I'm not sure if that disables the interface as well, I hadn't looked.
Sorry about the bump, but am I to believe that no one has any ideas?