Things to keep in mind, yes, I indeed am fine! My function works nicely now!
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Show posts Menuradiochannel = aradio1.Play();
Quote from: Ghost on Sun 30/06/2013 04:01:34
You could break the overly long blahbla into a few separate blahs. That way you allow for line breaks, and will at least get rid of the odd cut-off blah. I must admit this is probably the longest blah I've ever seen in a game.
Or... is that a placeholder blah?
Quote from: Khris on Sun 30/06/2013 10:59:06
There's always the option to replace the .Say function. You could use Overlay.CreateTextual for the desired effect. You'd have to code an extender function like Character.Speak(String message) and use that instead.
The only problem with that approach is that you can't use the dialog script shorthand any longer. You'd have to use cSomeguy.Speak("bla bla bla"); for every line.
The other thing is, may I ask why you want this? I mean there's a reason that la-style speech doesn't span the screen: it's easier to read that way.
function hDoor_AnyClick()
{
if(UsedAction(eGA_LookAt)) {
StartCutscene(eSkipESCOnly);
player.FaceLocation(152, 65);
Wait(60);
player.FaceDirection(eDir_Down);
player.Say("I don't know why, but I think it's a door.");
EndCutscene();
}
if(UsedAction(eGA_Open)) {
Unhandled();
}
if(UsedAction(eGA_Use)) {
Unhandled();
}
else {
Unhandled();
}
}
if (clip == aFlyOnTheWings) return "Fly";
if (clip == aSimpleAndClean) return "Simple";
if (clip == aMrBrightside) return "Brightside";
function musicplayer() {
while (aIntro.Play) {
Wait(1);
}
int ran=Random(4);
if (ran=0) aCartown1.Play(eAudioPriorityNormal, eOnce);
if (ran=1) aCartown2.Play(eAudioPriorityNormal, eOnce);
if (ran=2) aCartown3.Play(eAudioPriorityNormal, eOnce);
if (ran=3) aCartown4.Play(eAudioPriorityNormal, eOnce);
if (ran=4) aCartown5.Play(eAudioPriorityNormal, eOnce);
while(aCartown1.Play) {
Wait(1);
}
while(aCartown2.Play) {
Wait(1);
}
while(aCartown3.Play) {
Wait(1);
}
while(aCartown4.Play) {
Wait(1);
}
while(aCartown5.Play) {
Wait(1);
}
}
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