Quote from: Tuomas on Wed 11/04/2007 14:31:37Quote from: Akatosh on Wed 11/04/2007 11:11:02
As long as it's NOT pirates, count me in.
what a splendid idea! My vote goes there.
Stop mis-quoting me. You're confusing people.
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Show posts MenuQuote from: Tuomas on Wed 11/04/2007 14:31:37Quote from: Akatosh on Wed 11/04/2007 11:11:02
As long as it's NOT pirates, count me in.
what a splendid idea! My vote goes there.
Quote from: ciborium on Sun 08/04/2007 14:03:22
Can I make a topic list that can be added to and removed from throughout the game, where only those key-words bring up conversation topics?
Character *cOtherguy;
//this creates a pointer we'll use later.
@S
return
@1
run-script(1);
//if you want, you can put additional stuff here, e.g. stop (remove return then)
return
@2
run-script(2);
//same here
return
//and so on, do this for every dialog topic.
//NOTE: create the options first, it will make the @S, @1, @2 and so on appear!
//also, remove the text behind //.
String prop=String.Format("%d",parameter);
cOtherguy.Say(cOtherguy.GetProperty(prop));
if (parameter==6) player.AddInventory(inventory[2]);
cOtherguy=Character.GetAtScreenXY(mouse.x, mouse.y);
dDialog.Start();
Quote from: ciborium on Sun 08/04/2007 14:03:22
Is it possible to do Syberia style speech, where the character is animated in speech view, but the words appear in a box at the bottom of the screen, like subtitles?
Quote from: ciborium on Sun 08/04/2007 14:03:22
Also, can I make a topic list that can be added to and removed from throughout the game, where only those key-words bring up conversation topics?
Character *cOtherguy;
//this creates a pointer we'll use later.
@S
return
@1
run-script(1);
//if you want, you can put additional stuff here, e.g. stop (remove return then)
return
@2
run-script(2);
//same here
return
//and so on, do this for every dialog topic.
//NOTE: create the options first, it will make the @S, @1, @2 and so on appear!
//also, remove the text behind //.
String prop=String.Format("%d",parameter);
cOtherguy.Say(cOtherguy.GetProperty(prop));
if (parameter==6) player.AddInventory(inventory[2]);
cOtherguy=Character.GetAtScreenXY(mouse.x, mouse.y);
dDialog.Start();
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