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Gordyne Offline OP
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I'm trying to make overhead texts for my 2 characters but it's not working.

I have on INIT: DB_PlayerComments("ACT1_Arrival","ACT1_Arrival_1",2,1);
TriggerRegisterForCharacter(TRIGGER_Box_Beginning,CHARACTER_Player1);
TriggerRegisterForCharacter(TRIGGER_Box_Beginning,CHARACTER_Player2);

ACT1_Arrival_1 beign the key in my TranslatedStringKey record.

Then I used:

KB
IF
CharacterLeftTrigger(CHARACTER_Player1,TRIGGER_Box_Beginning)
THEN
Launch_Player_Comment(CHARACTER_Player1,CHARACTER_Player2,"ACT1_Arrival");

The trigger works for moving my characters but it does not make them speak the lines after leaving.

I'm following UsefulOsirisSystems.doc instructions to the letter but it just doesn't work.

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Originally Posted by Gordyne
I'm trying to make overhead texts for my 2 characters but it's not working.

I have on INIT: DB_PlayerComments("ACT1_Arrival","ACT1_Arrival_1",2,1);
TriggerRegisterForCharacter(TRIGGER_Box_Beginning,CHARACTER_Player1);
TriggerRegisterForCharacter(TRIGGER_Box_Beginning,CHARACTER_Player2);

ACT1_Arrival_1 beign the key in my TranslatedStringKey record.

Then I used:

KB
IF
CharacterLeftTrigger(CHARACTER_Player1,TRIGGER_Box_Beginning)
THEN
Launch_Player_Comment(CHARACTER_Player1,CHARACTER_Player2,"ACT1_Arrival");

The trigger works for moving my characters but it does not make them speak the lines after leaving.

I'm following UsefulOsirisSystems.doc instructions to the letter but it just doesn't work.


You need to use CharacterDisplayText(CHARACTER, "textname");

"textname" refers to your TranslatedStringKey (editor is on the toolbar). After modifying or adding to the TranslatedStringKey, usually you'll need to restart the editor for it to work.

No database is really required for overhead comments.

Last edited by Burgee; 07/12/14 09:45 PM.
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Gordyne Offline OP
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Thx, I never would have guessed.

That's very misleading information from the doc file, lol.

Any way to set a longer time for the text to vanish?

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Other than using timers and breaking it up into smaller lines, I can't think of anything.

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Hmm... I still don't understand what's going on here. Made the following code under [KB}:

IF
CharacterLeftTrigger(CHARACTER_Player1,TRIGGER_Text_Intro)
THEN
CharacterDisplayText(CHARACTER_Player1, "Intro1");

IF
CharacterLeftTrigger(CHARACTER_Player2,TRIGGER_Text_Intro)
THEN
CharacterDisplayText(CHARACTER_Player2, "Intro2");

Then opened the TranslatedStringKey Editor > File > New.
Named the first file Intro1. Typed Intro1 under the Key section. Wrote the dialog under the Content section.
Named the second file Intro2. Typed Intro2 under the Key section. Wrote dialog under the Content section.
Saved. No text appears.

Is there any way to trigger the P1 text then the P2 text after?

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After you make a new string key you usually need to restart the editor. Did you do that?

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Yeah, I restarted it, but still no luck.

Do I need anything under INIT?

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Is your trigger registered for players?

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Okay, that fixed the problem laugh


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