trefoilknot on 4/9/2017 at 22:53
Is it possible to have a readable cycle through a collection of messages? The first time, it displays message 1, then message 2, etc... until it starts all over again?
Relatedly, how do I make the text display on screen? I read in several tutorials that just deleting the "art" field would accomplish this, but I find that if art is missing, the readable doesn't frob. And if art is present but empty, then I get a black screen. Is there a step I'm missing?
trefoilknot on 4/9/2017 at 23:52
Oops, I messed up and put this in the wrong thread! Could one of the mods move it to The Editor's Guild? :)
Yandros on 5/9/2017 at 01:01
1. Yes, with custom scripts. The subtitles in my upcoming campaign are done using the (
http://dromed.whoopdedo.org/tnhscript/onscreentext) OnscreenText script from tnhScript. Every time you trigger the readable (by frobbing, or a button or whatever) it displays the next line in the book's .str file. You can even set a color for the text.
2. Generally the part about not having a Book > Art property is correct, however in your case it probably didn't work because there was still an instance of that property on an archetype that the object inherited from. If you create a Plaque instead of a book, you won't have that problem, and you can change its model to whatever you want it to look like. You will need to give it the OnscreenText script (after loading tnhScript) and also tick "Don't Inherit" so you don't also get the StdBook script.
trefoilknot on 5/9/2017 at 01:57
Thanks for the reply, but I'm not having any luck with this.
I loaded tnhScript, created a plaque and gave it OnscreenText in S->Scripts (also tried OnScreenText). Then added the .str filename under Book->Text. That didn't do it, so I tried some other stuff. added Script to the WorldAction field of EngineFeature->FrobInfo. No dice. What am I missing?
Yandros on 5/9/2017 at 02:52
First, confirm your .str file is formatted properly and in the right folder by seeing if it works with the Plaque right out of the box (before changing scripts or anything else).
trefoilknot on 5/9/2017 at 03:23
Yes, it works if I use the StdBook script. Do I need to use a design note? I'm still pretty clueless how those work...
trefoilknot on 5/9/2017 at 03:29
I'm puzzled by this: "The object only has the parameter page which is the page number that will be shown next." ((
http://dromed.whoopdedo.org/tnhscript/onscreentext))
Do I need to set this parameter myself? Or is this done automatically? If I need to do it myself: (1) how do I do this? and (2) how do I ensure that this parameter increments with each usage?
Zontik on 5/9/2017 at 07:28
As I can see, you did everything right. Check typos. Maybe you have type something like OnScrewText by mistake. Some custom scripts resent and refuse to work if you don't call them correct.
Check also if you mark Don't Inherite box in S > Scripts. It should be marked.
Yandros on 5/9/2017 at 10:13
The only Design Note parameter is the starting page, which I don't think is required if you just want it to start at 0, but just in case add the prop and set it to "page=0" (no quotes). If that doesn't help, look at the monolog and confirm that you are successfully loading tnhScript.
trefoilknot on 5/9/2017 at 12:07
Thanks for your replies. I checked my monolog and confirmed that it loaded the script successfully. The don't inherit box is also checked. No idea where I'm going wrong!
Here's an image of the properties I'm trying to use; maybe there's an obvious problem:
(
https://www.dropbox.com/s/2cu6yr3hcc3dt4t/onscreentext.png?dl=0)
I'm starting now from a fresh mission, so there can't be any confounding by other objects in my mission. Again, it works perfectly if I use StdBook. I've also tried with and with a design note, and with and without the FrobInfo line (and all permutations)
There must be something really obvious I'm missing...