Bgee, how to make strings appear over objects?
Wizer13
Member Posts: 65
Hi everyone,
Been testing some line of codes for my mod, but it doesn't seem to work.
Let's say the action in the script is by interacting with an NPC, I want to make a string appear over its head, like it does for some scripts (exemple: *gulps a potion*). They also have this feature in Planescape Torment, BG2EE and Siege of Dragonspear when you click on an area, a string will appear and describe what you see for a few seconds.
It is because this code don't work in BGEE?
Here's what i tried:
IF
InteractingWith(*Object*)
THEN
RESPONSE #100
DisplayStringHead(*Object*,*Line referenced in my .tra)
END
I've also tried
NumTimesInteractedGT(*Object*,0)
But it says that my NPC isn't referenced in NPC.ids, so it wont work either.
I just don't wanna have to create a bunch of .cre with .dlg just for a few lines to settle the mood in Planescape.
Any pointers would be appreciated. Thx for your time!
Been testing some line of codes for my mod, but it doesn't seem to work.
Let's say the action in the script is by interacting with an NPC, I want to make a string appear over its head, like it does for some scripts (exemple: *gulps a potion*). They also have this feature in Planescape Torment, BG2EE and Siege of Dragonspear when you click on an area, a string will appear and describe what you see for a few seconds.
It is because this code don't work in BGEE?
Here's what i tried:
IF
InteractingWith(*Object*)
THEN
RESPONSE #100
DisplayStringHead(*Object*,*Line referenced in my .tra)
END
I've also tried
NumTimesInteractedGT(*Object*,0)
But it says that my NPC isn't referenced in NPC.ids, so it wont work either.
I just don't wanna have to create a bunch of .cre with .dlg just for a few lines to settle the mood in Planescape.
Any pointers would be appreciated. Thx for your time!
0
Comments
If it is InteractingWith, I would instead go with IsGabber(Object), I.E. IsGabber([PC]).