[Question] Requirement for Computer Screen Dialogue Script?
Forum rules
Before asking on how to use a ZDoom feature, read the ZDoom wiki first. This forum is archived - please use this set of forums to ask new questions.
Before asking on how to use a ZDoom feature, read the ZDoom wiki first. This forum is archived - please use this set of forums to ask new questions.
- RV-007
- Posts: 1501
- Joined: Fri Sep 02, 2011 9:00 pm
- Location: Dying w/ civilization or living after it
- Contact:
[Question] Requirement for Computer Screen Dialogue Script?
I don't know ACS, but I am curious enough to ask how the level of difficulty to make computer screen dialogue scripts. It's like Marathon, but for doom.
Re: [Question] Requirement for Computer Screen Dialogue Scri
The scripting is very easy. Basically, you need either print commands or HUD message commands. HUD messages are better controlled/configured, so you might consider this first. You'll need to time the duration of each message so that the player has enough time to read them.
- RV-007
- Posts: 1501
- Joined: Fri Sep 02, 2011 9:00 pm
- Location: Dying w/ civilization or living after it
- Contact:
Re: [Question] Requirement for Computer Screen Dialogue Scri
Is it possible to use the conversation id or dialogue lump for the the computer screen? I was thinking to make a refrigerator to take out oranges. This is a bit off-topic, but can other objects hold their own inventory?
- RV-007
- Posts: 1501
- Joined: Fri Sep 02, 2011 9:00 pm
- Location: Dying w/ civilization or living after it
- Contact:
Re: [Question] Requirement for Computer Screen Dialogue Scri
I just found out that the action specials, Thing_SetConversation and StartConversation, can work normally in DECORATE lump. Thing_SetConversation can change convid of a tid. StartConversation can trigger a conversation from a actor state (which will be useful for a computer screen dialogue script).