Character.SayBackground and rep_ex_always

Started by monkey0506, Sun 08/01/2006 18:11:34

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monkey0506

Okay, a while back someone posted in regards to making background speech stay on the screen longer than the default time.

Well, I set up a script in repeatedly_execute_always to call Character.SayBackground until the time had expired ([integer] timer == 0).  That works fine...but the problem is...the game appears to become partially paused.  The characters can still walk around, but the interface is disabled.  I was just using the default game template for testing, so it's not any code that I've typed to disable the interface...

I was just curious why the interface would be disabled if the game wasn't paused.  It doesn't happen if I just use background speech outside of rep_ex_always (i.e., in on_key_press)...

Of course I realize that doing this, Overlays would be getting created and destroyed like crazy, but if I wait until the original Overlay is no longer Valid, then the text blinks.  And I'm not sure if that disables the interface as well, I hadn't looked.

monkey0506

Sorry about the bump, but am I to believe that no one has any ideas?

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