Yes, it's a project setting (introduced in v3.5.0) called something like "Custom Say/Narrate function in dialog scripts."
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Show posts MenuQuote from: Snarky on Tue 18/08/2015 14:49:35I think adding another configuration setting so that everyone gets to have it however they like is not a good idea. One definition of design is to impose constraints on a problem, or in other words, to make decisions. But since Pumaman, CW and the other AGS developers have always been bombarded with different opinions and ideas, all too often the "decision" has been to have it both ways: to make it optional, configurable. In the long run, all these configuration options makes the system hard to learn and understand, difficult to support and debug (if someone has a problem, you first need to figure out exactly which of a million possible configurations they're using), and increasingly impossible to maintain.
Quote from: glurex on Mon 13/02/2023 06:28:00First of all: I never said Khris code doesn't work wich would be disrespectful.
Quote from: glurex on Sun 12/02/2023 21:14:53Well, I undestand what your code does, but I realise I didn't explain myself well. What I want to do is that the GUI appears slowly as my character walks from A to B, being A gDark.Transparency=100; and B gDark.Transparency=0;. But in the middle of the path from A to B, gDark should has a range of transparency (99, 98 ... 1, 0). So the effect is that the gDark appears very slowly while the character walks up to the B point (a region that trigger an event).
Quote from: glurex on Mon 13/02/2023 06:10:09With Khris code as is, the GUI becomes solid very fast.
Quote from: xboxown on Sat 04/02/2023 18:37:53
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