Adventure Game Studio

AGS Support => Beginners' Technical Questions => Topic started by: ScottDoom on Wed 18/01/2006 20:25:39

Title: Displaying a Global Message as speech
Post by: ScottDoom on Wed 18/01/2006 20:25:39
Can I have a character say a Global Message rather than the "narrator" display it?

Otherwise I'll have to make a Message 0 in every room with the same message for the player to say when he talks to himself.

Or could I possibly handle it with dialog? Dialogs are also global, right? Or are they room-specific?
Title: Re: Global Message = Said
Post by: Elliott Hird on Wed 18/01/2006 20:49:20
Choose "run script" as the action for talking, and use cSCRIPTNAME.Say("What to say");
Title: Re: Global Message = Said
Post by: ScottDoom on Wed 18/01/2006 20:51:19
"Oh, I see," says the blind man.
Title: Re: Global Message = Said
Post by: Ashen on Thu 19/01/2006 11:41:16
To clarify:
I'm assuming you're talking about the Player character's interactions (Look at = 'Game - Display message (999) (Damn, I'm looking good!). So, change the interaction to 'Run script' and make it:

cEgo.Say("Damn, I'm looking good!");

Or whatever script-o-name and message is appropriate for your character.