If not, you could slap something like this in the Global Script's repeatedly_execute_always function:
What that says is 'if the character's set to speech view, hide the action bar'.
Bear in mind though that you'll have to account for every possible situation in-game, so if you have more than one speech view, or want it to not happen sometimes, you'll need to slap some extra conditions in... so in conversations the ActionBar will presumably popup if you're playing any animations, or while the player's choosing a response. For those though, you could slap a gActionBar.Visible = false/ true by hand to cover it.
Quoteif (cEgo.View == cEgo.SpeechView)
{
gActionBar.Visible = false;
}
else
{
gActionBar.Visible = true;
}
What that says is 'if the character's set to speech view, hide the action bar'.
Bear in mind though that you'll have to account for every possible situation in-game, so if you have more than one speech view, or want it to not happen sometimes, you'll need to slap some extra conditions in... so in conversations the ActionBar will presumably popup if you're playing any animations, or while the player's choosing a response. For those though, you could slap a gActionBar.Visible = false/ true by hand to cover it.
