Quote from: Peegee on Tue 13/05/2025 19:04:44Hello, I would like to attenuate a text, I thought to put a GUI representing a halo, which would be displayed over the text. But even by changing the Z, the halo remains behind. I also tried to use another font but I can not do it, how to change the font that uses a character? All the information I found did not work.
I will assume that by "text" you mean character speech.
Please clarify what kind of "halo" effect do you have in mind, can you post an example that presents your idea? That might let us to suggest better solution.
In regards to the questions.
By default the speech text is drawn on a overlay that has the maximal possible ZOrder, you cannot set anything above it. So either:
1. Reduce this overlay's z-order to a lower value instead. You can get speech overlay using Speech.TextOverlay, but you have to do so in (late_)repeatedly_execute_always, because that's the only two functions that run during blocking speech.
2. Write a custom speech function that displays character speech on a GUI label. Then you can add any more additional effects as you like.
Character speech font is changed using Game.SpeechFont property.
Quote from: Rik_Vargard on Tue 13/05/2025 19:07:41I might be wrong but couldn't you use an object image instead and change the Baseline?
Room objects are within the room and not sorted with speech overlays.