Scripting around the Dialog System

  • #1, by BenmirathMonday, 21. October 2013, 01:10 11 years ago
    I've been working on some scripts recently for my game that overrides the normal way of displaying text, using text bubbles. I cover the general idea in a previous post:
    I've gotten the basics up and running using the setTextPosition hook function well enough, and have the standard displayed text playing nicely with the script. I've now come to trying to deal with the dialog system, and am a little at a loss. The long and short of it is that I want to replace the normally displayed options with text bubbles like I did with the standard text. Judging from the documentation though, it doesn't look like any of the properties I'd need are scriptable, and there isn't a comparable hook or event function like with setTextPosition by which to control the dialog.
    Is there another option I missed for controlling how dialogs are displayed? Or would my time be better spent creating a comparable system using other visionaire components like interfaces?
    I appreciate any help or advice you can offer.


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  • #2, by SimonSMonday, 21. October 2013, 12:05 11 years ago
    Hi, the dialog system of visionaire is not scriptable. You are limited to the position if the dialog. If you want to make a complex own system, you better stick to your own interface and lua scripts.

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