Author Topic: Readable Signs  (Read 968 times)

Legacy_Joshj5hawk

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Readable Signs
« on: September 07, 2010, 05:16:17 am »


               Hey I've been having issues trying to get a sign to display a message, eg Rooms 1-10. i tried making a conversation and tried writing a script (below) to get it to display while clicking, any suggestions?
-----------------------------------------------------
void main()
{

object oPC = GetClickingObject();

if (!GetIsPC(oPC)) return;

SendMessageToPC(oPC, "Rooms 1-10");

}
-----------------------------------------------------
               
               

               
            

Legacy_GhostOfGod

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Readable Signs
« Reply #1 on: September 07, 2010, 05:32:16 am »


               Try:

object oPC = GetLastUsedBy();

And put it in the OnUsed event of the placeable.

If you just want to see what the sign says when a player highlights the object, make sure it is set to useable and set the objects name to whatever you want the player to see when they move their cursor over the object.
               
               

               


                     Modifié par GhostOfGod, 07 septembre 2010 - 04:35 .
                     
                  


            

Legacy_Joshj5hawk

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Readable Signs
« Reply #2 on: September 07, 2010, 05:35:01 am »


               one thing i just tried was to set the sign as usable? Should i have done that first (sorry, kinda new xD)
               
               

               
            

Legacy_Psyammy

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Readable Signs
« Reply #3 on: September 07, 2010, 05:36:15 am »


               void main()

{

   object oPC = GetLastUsedBy();

   // For Floaty Text

   FloatingTextStringOnCreature("Your Message",oPC);

   // For Speaking a string, Text is displayed for one Hartbeat.

   SpeakString("Your Message");

   // For a Privet message

   SendMessageToPC(oPC,"Your Message");

}

//this will show the message in your chat box, combat box as well as floty text over the sign put this

//script in the onused box of the sign
               
               

               
            

Legacy_GhostOfGod

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Readable Signs
« Reply #4 on: September 07, 2010, 05:36:47 am »


               Ah yes. That is needed. And no worries. we were all new once.
               
               

               
            

Legacy_Joshj5hawk

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Readable Signs
« Reply #5 on: September 07, 2010, 05:40:32 am »


               Thank you both '=]'
               
               

               
            

Legacy_TheSpiritedLass

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« Reply #6 on: September 07, 2010, 11:56:26 am »


               We use this script extensively throughout our PW.  It pulls up the examine window when you click on a placeable.

http://nwvault.ign.c...d=20023&id=3423
               
               

               
            

Legacy_SuperFly_2000

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« Reply #7 on: September 07, 2010, 01:49:27 pm »


               I am not exactly sure I get this but why not just rename the sign to "Room 1-10". This way the players will get that text every time they do mouseover on the sign.



No scripts needed for that as well as that is how the game is supposed to work. (I am kind of allergic to scripts also...especially ones that aren't necessary)
               
               

               
            

Legacy_TSMDude

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Readable Signs
« Reply #8 on: September 07, 2010, 02:28:36 pm »


               

TheSpiritedLass wrote...

We use this script extensively throughout our PW.  It pulls up the examine window when you click on a placeable.

http://nwvault.ign.c...d=20023&id=3423


This one is the one we use as with one sign you can do a 1000 things and all you need to do is change the String variable on it to say whatever you want..

Then you can change the name to Room 1, have it on the examine AND when they click on it the sign itself says "Room 1" or you can even add color to your module and make it do it in Color.
               
               

               
            

Legacy_420

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Readable Signs
« Reply #9 on: September 07, 2010, 05:45:25 pm »


               For signs I use the description and this script:

void main()
{
AssignCommand(GetLastUsedBy(), ActionExamine(OBJECT_SELF));
}


-420
               
               

               


                     Modifié par 420, 07 septembre 2010 - 04:45 .