Adventure Game Studio

AGS Support => Beginners' Technical Questions => Topic started by: magintz on Wed 10/03/2004 20:15:10

Title: game.skip_speech_specific_key
Post by: magintz on Wed 10/03/2004 20:15:10
How do I get this to work?
Title: Re:game.skip_speech_specific_key
Post by: Gilbert on Thu 11/03/2004 01:55:57
RTFM!

well...
Quote
Default 0. You can set it to a keycode, in which case only that key can skip speech text.

Title: Re:game.skip_speech_specific_key
Post by: Scummbuddy on Thu 11/03/2004 07:27:29
Alright Gilbot, settle down.  ;)

What exactly is your problem with the line of code?
Title: Re:game.skip_speech_specific_key
Post by: magintz on Sat 13/03/2004 14:57:06
I read the manual before posting, thats why I posted...

default to 0 as a keycode? where does it go, what do I do with it?

Is it just an if keycode... (game.skip_speech_specific_key==0);

EDIT: or is it       if keycode equals 0 then game.skip_spee...?

what do I do with it?
Title: Re:game.skip_speech_specific_key
Post by: Ginny on Sat 13/03/2004 22:50:35
Well, there's a list of keycodes in the manual, so as far as I know you can choose one key to skip speech by setting this variable to the key's keycode. It's set to 0 by default to indicate that there isn't a specific key to skip speech, and any key can do that.
Title: Re:game.skip_speech_specific_key
Post by: Pumaman on Sun 14/03/2004 14:50:51
Yes, by default it is 0, which means any key can skip speech.

Alternatively, you can set it to an ASCII code (from the ASCII Codes section of the manual) which will mean only that key can skip speech.

For example, to do the Lucasarts-style thing where only the full stop can skip speech, put this in game_start:

game.skip_speech_specific_key = '.';
Title: Re:game.skip_speech_specific_key
Post by: Ginny on Sun 14/03/2004 14:56:57
Actually, I can't find game.skip_speech_specific_key in the manual at all. I noticed it in the future text file. What version is it in?

Also, would game.skip_speech_specific_key = '.'; work? I thought there's a numeric ASCII code for each key.

Thanks :).

edit: Ah, found it, in the beta. Great feature :)
The ASCII table doesn't list all keys, such as full stop or delete. Does that mean these can be used without ASCII codes?
Title: Re:game.skip_speech_specific_key
Post by: magintz on Sun 14/03/2004 22:23:20
thanks pumaman, and I believe that the ASCII code for '.' is 46, could be wrong

All sorted, for those of you who are having problems I'll answer my own question:

game.skip_speech_specific_key = x;

goes in game start global script

x = ASCII code

ASCII code 46 = "."