Hi
This is not a die hard question but i would like to find out if it is possible to have like a SayAt when character speaks in a dialog option. as below. At the moment it all works ok but the say text is a bit off with the text preceeding the dialog starting. Object 1 is spoken by cwizard with the SayAt option so it has a position.
Maybe a SpeechOffsetX and SpeechOffsetY value or similar display options would be good in future editions.
@1
wizard2:Candle
object[1].SetView(15);
object[1].Animate(0, 3, eRepeat, eNoBlock, eBackwards);
wizard: Wrong! Prepare to be sent back Magrid!
object[1].SetView(15);
object[1].Visible = false;
cwizard2.ChangeRoom(22,207,135);
barefoot
For now you can do:
@1
cwizard2.SayAt("Candle", ...);
object[1].SetView(15);
object[1].Animate(0, 3, eRepeat, eNoBlock, eBackwards);
cwizard.SayAt("Wrong! Prepare to be sent back Magrid!", ...);
object[1].SetView(15);
object[1].Visible = false;
cwizard2.ChangeRoom(22,207,135);
Not ideal, but at least it's possible.
Hi Khris
I'll give that a whirl at some point
cheers
barefoot
Hi
Just redone code.. I should of guessed it was that..
cheers Khris
barefoot