inventory gui / speech question

Started by Anarcho, Sat 13/08/2005 01:25:10

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Anarcho

Hi, I just made my first custom inventory GUI and I've come across one problem.  When I look at an object in the inventory, the character's speech is displayed behind the GUI and off to the side.  Is there a way I can set the speech to always be directly below the GUI when the inventory is open, or have the inventory GUI disappear while the character is describing what's in there?

I've been looking through the manual and functions for an answer, but haven't found one...


Kweepa

You need to make the interaction "run script".
Then you can just turn off the GUI before displaying the speech, and turn it back on again afterwards.
Still waiting for Purity of the Surf II

Anarcho

Where exactly do i do this?  Do I do a script for each inventory item that shuts off the GUI?  Is that what you mean?


Kweepa

Yes - for every inventory interaction, you need to have a script function rather than using the visual scripting.
Still waiting for Purity of the Surf II

Ashen

If you're scripting anyway, you could use DisplaySpeechAt()/Character.SayAt() to position the speech below the GUI, rather than switching it off and on for every item.
I know what you're thinking ... Don't think that.

Anarcho

Ok, I got this to work---thanks!


Gilbert

Or you can make an extra invisible character, which is always moved to the current room, and positioned below the GUI (since character position uses room coordinates, remember to add the ViewportX/Y in case you have a scrolling room) whenever the inventory window is opened and make him speak, that may save you from some scriptings.


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