Hi, another question from your resident AGS idiot.
I'm trying to get global messages to display as character speech, but I can't figure out how to to do that other than to check the "Always display as speech" option, which I don't want to check in case I need to display messages as text boxes. I tried "DisplaySpeech" but that requires a string input, not an integer referring to a message. How can I get around this? I assume it's a simple solution I just can't figure out.
I think you´ll have to input text using displayspeech, I had to do it.
It should be an option to declare global messages to be displayed as speech or normal messages, don´t you think?
There's an option "Always display text as speech" in the game options tab.
Put this in your global script:
function SayMessage(int person, int message) {
string buffer;
GetMessageText (message, buffer);
DisplaySpeech(person, buffer);
}
and this in your script header:
import function SayMessage(int , int);
Then you can use the function like
SayMessage(0, 998);
which should make character 0 say 'You run your hands up and down you clothes.' (unless you changed that message of course)
thanks for that scotch, I will use it myself
Or, you could select that option to use all messages like text, and then when you would actually need the text box, create it as a gui or something, and have it called for.
Thanks a ton, scotch. I never would have thought of that but it makes total sense ;D