I have an intercomm in one of my adventure games and the character is supposed to "speak" to it after which a person will reply. How can I show the replied sentence above the intercomm, as if it was a character? Also, though I don't really need this, is it possible to create a dialog for an object?
I thought about making the intercomm a character, but I'd prefer a "cleaner" way.
Thank you
Making the intercom a character is a convenient and clean way, IMO. Although this could interfere with custom interface code.
Another solution:
Use an object for the intercom and place a Character directly above it. Then just make the Char invisible and non-clickable.
If the Char you're gonna talk to actually exists in the game, simply use it and change its View to a transparent one in the before fadein of the room.
Thanx, will rather try that.
Or, leave the character out of the room, and use Character.SayAt(....) to position the speech over the intercom. Much easier than changing views/rooms etc, if it's an existing character.