When the player looks at an inventory item, the resulting message does not go away by itself. (I have it set so that all text is displayed as speech, and you can press mouse or key to clear speech.) Of course, it would be much better if the text did go away by itself.
Please, help!
I think game.skip_display is what you're looking for. See manual (Reference -> Text script global variables).
How do I change the value of it? (the manual doesn't really explain as far as I can see)
It's a variable, so you can change its value directly (in script), like this:
function game_start() {
//...
game.skip_display = 0;
//...
}
Check "SetSkipSpeech" in the manual to see what values you can use.
That works, but there is no option for "text will go away without anyone clicking or pressing a key" ;D ...
What is happening is that the text (if the player clicks to look at an inventory item) won't go away UNLESS you click or press a key. I want it so that the text will go away by itself. (And while we're at it, although it is set so that all text is shown as speech, the character's talking animation does not play while the text from looking at an inventory item is being said.)
It's like once the text has come up, nothing will happen until you click or press a button, including the character's animation.
Quotealthough it is set so that all text is shown as speech, the character's talking animation does not play while the text from looking at an inventory item is being said.
Does the time-out work if you don't use "Always display text as speech"?
Well, if you don't need the Display textbox anyway, why not just use normal speech?
I assume you're trying this workaround because there's no Interaction Editor command for that?
It's quite easy using script: Just add a "Run script..." action, click "Edit script..." and write
DisplaySpeech(GetPlayerCharacter(), "Blablabla");
That's it.
The talking animation should play fine as long as you've set a talking view for the character.
Thanks!
I was aware of how to show speech in script, but I didn't think of that! I'll show you what I ended up doing.
GUIOff(2); // that's the inventory
DisplaySpeech(EGO, "Message.");
GUIOn(2);
Well, problem solved!
Hmm, I think with the "Always display text as speech" option ticked the Display function use DisplaySpeech and thus skip speech setting which should remove the message automatically, by default.
It's strange it didn't unless you have "Skip speech" set to Mouse or key (not auto remove).
Quote from: Zirconius on Tue 01/02/2005 01:31:04That works, but there is no option for "text will go away without anyone clicking or pressing a key"
Well, all options except number 3 do remove the text automatically.
I suspect that can also be somehow related to a turned on GUI.