sorry for some thread necromancy....
so I don't know if this has been addressed, this is as close as I've seen, but:
when I'm moving and the screen is smooth-scrolling, if I click on a character and dialogue begins, the dialogue scrolls along with the room- not the gui, not anything else, JUST the drawn "character.SayAt(etc);" type dialogue. I'm trying to figure out how I can have the dialogue stay along with the GUI, where the view below the dialogue box keeps moving but the dialogue box itself doesn't. I can't set GUIs' PxPos as 0, so it's not possible to keep it stationary.
if I use
cEgo.StopMoving();
SmoothScroll_StopScroll();
it'll have the screen slow to a stop- which is great anywhere else- but it unfortunately is a bit lengthy when waiting for dialogue to display. Ideally it'd slow to a stop as normal but that dialogue wouldn't move.
Do we know why JUST the dialogue seems to keep moving with the scrolling screen but the GUI doesn't? how can I keep that dialogue stop moving?
so I don't know if this has been addressed, this is as close as I've seen, but:
when I'm moving and the screen is smooth-scrolling, if I click on a character and dialogue begins, the dialogue scrolls along with the room- not the gui, not anything else, JUST the drawn "character.SayAt(etc);" type dialogue. I'm trying to figure out how I can have the dialogue stay along with the GUI, where the view below the dialogue box keeps moving but the dialogue box itself doesn't. I can't set GUIs' PxPos as 0, so it's not possible to keep it stationary.
if I use
cEgo.StopMoving();
SmoothScroll_StopScroll();
it'll have the screen slow to a stop- which is great anywhere else- but it unfortunately is a bit lengthy when waiting for dialogue to display. Ideally it'd slow to a stop as normal but that dialogue wouldn't move.
Do we know why JUST the dialogue seems to keep moving with the scrolling screen but the GUI doesn't? how can I keep that dialogue stop moving?
Quote from: Ali on Tue 17/03/2009 09:56:30
Nickel & Mr Matti: That looks really cool, and it ran very smoothly for me too. I like the way you've modified the numbers, and there's nothing wrong with the maths. The problem is that objects with PxPos of 0 are ignored by the script and aren't added to the array of parallax objects. It's the default value, so it's needed to create non-parallax which stay in place.
To make it work, use a PxPos of 1 in the script for the segment where you currently use 0, and use 2 where you currently use 1. Changing the corresponding numbers on the nearest two objects made it work properly for me.
Hope that helps!
Dualnames: Thanks for the tip. I always disliked Sierra Speech, but now it's personal.
*Shakes fist at Sierra style dialogue*
I'll add that note the next time I update the module. Thanks!