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Object Dialogue Text
I'm sure most of you are aware that in games like Resident Evil the text that comes up when you press a key near an object and it then displays the text that describes what is in front of the character.
Well i'm doing the same thing with my game.
I have the events set out, it even displays the text... problem is it won't go away.
So i set events for this to happen and then it messes up because the events that make the text appear conflict with the events that are supposed to make it dissapear making both events fire at once.
Here are my events that make the text appear:
IF: ("Detector") is overlapping ("Bed Text Trigger")
*IF: ("Top half of players body") is facing UP
*IF: Upon Pressing X
ACT: Set internal flag of ("Detector") to 1
IF Internal flag 1 of ("Detector") is on
*IF: Every 00":-06
ACT: Change Alt string of ("Item recognition text") to Left$(string$( "Bed Text" ), Len(string$( "Item recognition text 2" ))+1)
And the events that make the text dissapear:
IF: Upon Pressing X
*IF: ("Detector") Internal flag 1 is on
ACT: Set flag 1 of ("Detector") off
ACT: Change alt string to ""
Not sure why that didn't work, but do the events fire of all at once or something?
If so what other way could i do this so that it works properly?
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Re: Object Dialogue Text
It's better and easier to make this objects Always invisible.
Below this event place the events for making the objects visible.
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Re: Object Dialogue Text
You shouldn't use "upon pressing key", use the joypad commands! The user would be able to map the keys for the game then, and could even use a real joystick.
Try putting the "Upon pressing X" condition below "Flag 1 is on"!
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Re: Object Dialogue Text
No, not like that.
The item recognition text take the text from another string and uses a type up effect on it.