game.skip_speech_specific_key

Started by magintz, Wed 10/03/2004 20:15:10

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magintz

When I was a little kid we had a sand box. It was a quicksand box. I was an only child... eventually.

Gilbert

#1
RTFM!

well...
Quote
Default 0. You can set it to a keycode, in which case only that key can skip speech text.


Scummbuddy

Alright Gilbot, settle down.  ;)

What exactly is your problem with the line of code?
- Oh great, I'm stuck in colonial times, tentacles are taking over the world, and now the toilets backing up.
- No, I mean it's really STUCK. Like adventure-game stuck.
-Hoagie from DOTT

magintz

#3
I read the manual before posting, thats why I posted...

default to 0 as a keycode? where does it go, what do I do with it?

Is it just an if keycode... (game.skip_speech_specific_key==0);

EDIT: or is it       if keycode equals 0 then game.skip_spee...?

what do I do with it?
When I was a little kid we had a sand box. It was a quicksand box. I was an only child... eventually.

Ginny

Well, there's a list of keycodes in the manual, so as far as I know you can choose one key to skip speech by setting this variable to the key's keycode. It's set to 0 by default to indicate that there isn't a specific key to skip speech, and any key can do that.
Try Not to Breathe - coming sooner or later!

We may have years, we may have hours, but sooner or later, we push up flowers. - Membrillo, Grim Fandango coroner

Pumaman

Yes, by default it is 0, which means any key can skip speech.

Alternatively, you can set it to an ASCII code (from the ASCII Codes section of the manual) which will mean only that key can skip speech.

For example, to do the Lucasarts-style thing where only the full stop can skip speech, put this in game_start:

game.skip_speech_specific_key = '.';

Ginny

#6
Actually, I can't find game.skip_speech_specific_key in the manual at all. I noticed it in the future text file. What version is it in?

Also, would game.skip_speech_specific_key = '.'; work? I thought there's a numeric ASCII code for each key.

Thanks :).

edit: Ah, found it, in the beta. Great feature :)
The ASCII table doesn't list all keys, such as full stop or delete. Does that mean these can be used without ASCII codes?
Try Not to Breathe - coming sooner or later!

We may have years, we may have hours, but sooner or later, we push up flowers. - Membrillo, Grim Fandango coroner

magintz

#7
thanks pumaman, and I believe that the ASCII code for '.' is 46, could be wrong

All sorted, for those of you who are having problems I'll answer my own question:

game.skip_speech_specific_key = x;

goes in game start global script

x = ASCII code

ASCII code 46 = "."
When I was a little kid we had a sand box. It was a quicksand box. I was an only child... eventually.

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