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Messages - heirofmaul

#1
And do you think setting up a GUI option that changes this command at any point in the game will work fine?
#2
Oh, so this is a semi-recent thing? Ok, thanks.
#3
Sorry if this has already been covered (didn't see it anywhere) or if it's somewhere in the BFAQ (which seems to not exist anymore ???).

Would it be rediculously difficult to make it an option for the player to switch between having subtitles on and off? Would you have to go through and lay in an "if" statement for practically every line of dialogue, or is there a trick for making it much simpler throughout the whole game?

Thanks!
#4
Sorry if I missed the memo (I haven't been around here for a while), but what the heck happened to the BFAQ page? It's gone! All I get is a stupid "404 error" page. This was a necessary resource to me. Please help!

Thanks.
#5
Alright, got it, thanks ;D.  I can't believe you have to do all that (I know it's not THAT much, but still) just to do that.  But yeah, it works.  And I'm assuming I'll be able to put my recorded sound lines in the run script just fine, yes?
#6
Where would I put those such scripts?  In the dialog script or somewhere in global?
#7
With your first suggestion, do you mean to put those inital lines into the global dialog or something?  I'm not quite clear on that one.

Thanks.
#8
How's it going everyone?

Ok, so I've searched through the Beginner FAQ and the boards here, but I can't find a solution to my problem.  I'm sure it's something probably really obvious that I'm just missing (I do that at times ::) ).

You know how when you start a conversation with another character, you can have it so a bit of dialog automatically plays out when you first engage in conversation?  e.g. When you click to talk to a character, the player says "Hi" and the other character says "How's it going?"  Well, when I return to the first group of dialog options after talking about whatever else, it always starts off saying those automatic lines again.  e.g. After you've already been talking to a character about a story and go back to the original group of dialog choices, it starts off once again by the player saying "Hi" and the other character saying "How's it going?"

How do I stop these automatic initial dialogs from reoccuring?  Thank you.
#9
Yeah, you're right Ashen.  Thanks.

But as far as the bottom/centering issue for the GUI, have any scripting shortcuts or do I just need to do some trial and error as far as manually positioning it?
#10
Ah, thank you.  I just wasn't wording it right to find what I needed.  Thanks again.
#11
Is there a way of editing the properties of the default dialog window at the bottom of the screen (such as the background color and pixel-spacing from the side of the screen) or would I need to create a whole new GUI in order to do any modifications.

And if I DID need to make a GUI, will I need to make it big enough for as many options as I may EVER have throughout the game, or will it be able to change size or scroll down through other options when there are many?

Thanks.
#12
Yeah, I think that did it.  Thanks.
#13
Can you make it so that the player character can say something different than the option you choose?  For instance, if the character you're talking to asks, "Would you like some booger soup?" and you get choices to say along the lines of "Dear God, NO!", no matter which you pick, you actually say "Maybe later."

To do this I'm sure you'd have to get into the scripting of the dialogs but as of yet I'm unable to find a way into what your character says, just the @1 etc. labelings.

So is this possible and can someone please explain it to me?  Thank you.
#14
Alright, I got it to finally get working as far as displaying things correctly, but I still have a couple small issues.

First, what the heck size does my GUI need to be to get this thing positioned right and everything, and is there a quick and efficient way to do it with scripting, such as gQuitgui.centre() but at the bottom of the screen?

And second, how do I go about NOT having it display the character name when I scroll over them?  Do I simply not name that character, or will that screw up any scripting issues?  Or is there a better way, to make the character inactive to such things (besides the "clickable" option)?

Thanks.
#15
Ok, here's a tricky-ish but important one.  Is it possible to change a non-player character's name during the game so that it appears different after speaking with them.  For example, say there is a character labeled simply "man", you talk to him and learn his name is Bob, so the next time you run the cursor over him, it now says "Bob".  Can this be done and could someone please explain how?  Thanks.
#16
Ah, thank you very much.  ;D
#17
Yeah, I thought that was all I had to do, but I did so and it still doesn't order correctly.  Any other things that may affect how that works?
#18
Thanks.  That seemed to have helped me out.  But when I click Save or Load from my custom options menu, the editable dialogs show up behind the options screen.  Do you know how I can make the Save and Load dialogs popup in front of the options screen without having to turn the options screen off?
#19
I searched around for this, but couldn't find much useful.  Probably because it's too easy for everyone else ::)  I know you can make your own GUIs for things like "quit" and "save" etc. interfaces, but as for the actual "save" and "load" dialogs, where you are dealing with the save files, can you create/customize your own so it's not just the same old basic dialogs?  If so, could someone please give me a straight rundown of how to do it to set me on the path?  Thanks.
#20
Awesome, with a bit of patience and tweaking it worked!

Thanks a lot, Ashen.  You really saved me here and did a great job explaining.  'preciate it!  ;D
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