SOLVED: Dialogs: can we have a SayAt for text positioning?

Started by barefoot, Fri 22/04/2011 08:30:21

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barefoot

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.

Code: ags
@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


I May Not Be Perfect but I Have A Big Heart ..

Khris

For now you can do:

Code: ags
@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.

barefoot

Hi Khris

I'll give that a whirl at some point

cheers

barefoot
I May Not Be Perfect but I Have A Big Heart ..

barefoot

Hi

Just redone code.. I should of guessed it was that..

cheers Khris

barefoot
I May Not Be Perfect but I Have A Big Heart ..

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