In my game the character has to make this soup from a recipe and the recipe is a GUI taking up the right half of the screen. Sometimes when the player talks, some of the speech is underneath the recipe where you can't see it. I was wondering if there was a way to set the point at which speech goes to a new line, so the speech will always be visible.
I don't know, in script messages you use double brackets to start a new line, like this, "[[". I wonder if you could do it in dialogs though.
The DisplaySpeechAt () function lets you specify where the speech is displayed (obviously), and also lets you set the width of the line. You could either use this to centre the speech in the left side of the screen, or use a little fancy coding to have it over the character's head as normal, unless they're too close to the recipe GUI.
DisplayAt does the same for non-speech messages, but I think they're displayed over GUI's anyway.
The problem with that is that the speech messages are from unhandled event and I don't want to have to go in there are start messing around with everything. At some point I think I remember seeing something about condensing speech in the manual but I can't seem to find it. It might have been something with DisplaySpeechAt though.